Opengl tagged news

Vivid3D C++ - OpenGL 3D engine and IDE (Open Source)

Vivid3D C++, is a brand new 3D engine and IDE from Vivid Software.

It is 100% open source, and funded through public means. It has a custom UI called “Resonance2”. It supports scripting through Python, which is unique as most engines use C++ or C#. Click here to be taken to the GitHub page, where you can clone the engine. VIVID3D uploads updates frequently.

The engine uses AssImp 5.0 to allow it to import over 40+ 3D formats, including texture maps.

https://github.com/pysgames/Vivid3D

GSN Composer: Online Shader Editor now supports WebGL2

The GSN Composer is a free online tool for node-based visual programming. It is especially intended for educational purposes, such as computer graphics courses and tutorials.

The built-in shader editor allows rapid prototyping of GLSL shaders. Importantly, the created GLSL code is generic and can be used directly in other OpenGL/GLSL applications. Custom data for the shader’s UNIFORM and IN variables can be easily supplied via the visual interface, which is the main advantage compared to other web-based shader editors.

The shader editor was now upgraded to WebGL2 and supports GLSL ES 3.0 code. WebGL2 allows shaders with multiple render targets (MRT). For each additional OUT variable in the shader code, the interface automatically creates a corresponding output image. This facilitates G-buffers and deferred shading. Furthermore, examples for physical-based rendering (PBR) and HDR environment lighting are provided.

Microsoft OpenGL over D3D12 is officially conformant

Collabora has been working with Microsoft on their D3D12 mapping layer. We’re excited to share that we have recently passed the OpenGL 3.3 conformance tests and have upstreamed the code in Mesa 3D! Also, I’m happy to report that Microsoft has released their compatibility pack that uses our work to provide OpenGL (and OpenCL) support. Photoshop can now run on both Windows on ARM CPUs! This is exciting to see high-profile applications like that benefit from our work!

Porting NAP Real Time Rendering from OpenGL to Vulkan - on Mac

Naivi have used the MoltenVK layered implementations of Vulkan functionality over Metal, a part of the Khronos Vulkan Portability Initiative, to port their NAP real-time performance engine from OpenGL to Vulkan to ship on Windows, Linux AND macOS. Naivi discovered that Vulkan apps run just as well on macOS as they do on Linux and Windows, avoiding the need for a dedicated Metal backend. Switching to Vulkan dramatically improved render-times for NAP’s Mac users, as well as providing a significant performance boost on Windows and Linux. The article concludes “Vulkan does feel like the future of graphics.”

xVision Releases V2.00 with Support for Vulkan

xVision has released an update to version 2.00, which brings full compatibility with version 11.51 of X-Plane and the Vulkan API.

The xVision utility enables the user to manipulate shaders and alter the way X-Plane’s visual enhancements appear. Users of xVision 1.X would have noticed that when using the Vulkan API to render visuals, many of the shaders had little to no effect on X-Plane and their experience. With 2.00, xVision now supports shader tweaks for both Vulkan and OpenGL.

Desktop OpenGL 3.1 on Mali GPUs with Panfrost

Panfrost, the open source driver for Arm Mali Midgard & Bifrost GPUs now provides non-conformant OpenGL ES 3.0 on Bifrost and desktop OpenGL 3.1 on Midgard. Panfrost’s desktop OpenGL support is native, reducing CPU overhead. Applications can now make use of the hardware’s hidden features, like explicit primitive restart indices, alpha testing, and quadrilaterals.

Remograph, providers of products and services for the computer graphics, visual simulation and 3D modeling markets, announced the release of Remo 3D v2.10. Remo 3D is an effective OpenGL-based tool for creating and modifying 3D models intended for realtime visualization. The primary file format is OpenFlight. Remo 3D is currently available for Microsoft Windows 10/8/7 and Linux. This new version 2.10 of Remo 3D brings support for more keyboard shortcuts, improved macro handling, setting of relative external reference paths and other various fixes. The full list of new features and improvements can be found in the release notes on our website.

Beginning with Mesa 20.2 is OpenGL 4.5 support for LLVMpipe, the LLVM-based software rasterizer built as a Gallium3D driver. This succeeded LLVMpipe for years being limited to OpenGL 3.3. While the OpenGL 4.5 support has been enabled for weeks, The Khronos Group has now officially confirmed its implementation.

Intel OpenGL/Vulkan Linux Drivers Strike Another Optimization For Tiger Lake

Intel merged a change to benefit Intel’s Iris Gallium3D (OpenGL) and ANV Vulkan drivers for making use of the HDC data cache for uniform buffer object (UBO) pulls on Gen12+ hardware, namely Tiger Lake at this point. By making use of the data cache for UBO pulls, there is generally up to another few percent improvements for various OpenGL and Vulkan games running on Linux—either natively or through the likes of the DXVK layer. Some improvements cited in the merge include:

  • GTA V DXVK 104.0%
  • Talos Principle GL 102.8%
  • Rise of Tomb Raider VK 102.8%
  • Dark Souls 3 DXVK 101.4%
  • Witcher3 DXVK 101.3%
  • Bioshock Infinite GL 100.5%
  • Doom 2016 VK 97.7%

GPUOpen Series: Porting “Detroit: Become Human” from Playstation 4 to PC - Part 1

This blog series discusses the port of the game Detroit: Become Human  from PlayStation® 4 to P and is written jointly by Ronan Marchalot, 3D engine director, and 3D engine senior developers Nicolas Vizerie and Jonathan Siret from Quantic Dream, along with Lou Kramer, who is a developer technology engineer from AMD.  The first instalment in this series walks the reader through choosing an API: Already having an OpenGL working version, the choice is between Direct X 12 and Vulkan. Read the post to learn which was chosen.

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