Meta has announced the release of a new open-source Intermediate Graphics Library (IGL). Meta is committed to build open standards for 3D graphics in partnership with the broader industry and the Khronos Group. After months of hard work and dedication, Meta is sharing their latest creation with the development community.
IGL provides developers with a powerful set of tools for creating high-quality visuals and graphics in their applications. Whether a developer is working on a game, a 3D modeling application or any other project that requires top-notch graphics, IGL has you covered.
This cross-platform library encapsulates common GPU functionality with a low-level cross-platform interface, abstracting Render Hardware Interface (RHI) with a modern approach. It supports various graphics APIs, such as OpenGL, OpenGL ES, WebGL, and Vulkan, with a common interface. It’s lightweight and efficient, with minimal overhead on top of the underlying APIs, and has minimal dependencies on external libraries.
Intel’s open-source OpenGL “Iris” and Vulkan “ANV” Linux drivers are now part of the auto-generated set of drivers set to be built for 64-bit ARM (AArch64) when compiling this code inside Mesa.
Godot 4.0 runs on Windows, Linux, and MacOS, and also Android devices. The Goldot team embedded OpenXR in the engine’s core and introduced Godot XR tools, which will help developers of XR projects. With two new Vulkan backends (Clustered and Mobile), Godot rendering has never been so advanced. While Godot is excited to leverage Vulkan for performance optimization going forward, it was very important not to penalize users with less powerful hardware. For that, they’ve integrated an OpenGL-based compatibility renderer aimed at supporting older and lower-end devices. As always, Godot wants to see people create games on the full spectrum of devices for everyone to enjoy. They’re also working on a Direct3D 12 renderer for better Windows and Xbox support. With Je06jm‘s contribution, you can now also take advantage of AMD’s Fidelity FX Super Resolution 1.0 (FSR 1.0) to dynamically and beautifully render at lower resolution while keeping your game running smoothly. Spoiler: Support for FSR 2.1 is planned in future releases.
AEC Magazine reviews AMD’s new professional graphics driver that can deliver a significant 3D performance boost in DS Solidworks and other OpenGL-based applications. Benefiting not only the current AMD Radeon Pro W6000 series, but also AMD’s older generation pro graphics cards as well.
Recently the open-source AMD OpenGL driver “RadeonSI” enabled OpenGL threading by default for the “glthread” option that has long been opt-in on a per-game/app basis. Along with that has been a number of glthread-related improvements to this code that punts executing OpenGL calls to a separate CPU thread. The Zink OpenGL-on-Vulkan driver has now unconditionally enabled OpenGL threading too.
Mozilla Firefox 94 will begin using EGL back-end for the Linux desktop to support bringing better performance, lower power usage, and other benefits.
Microsoft’s latest contribution to Mesa is an EGL implementation that changes Mesa’s WGL front-end code to allow a Windows EGL implementation with a WGL driver for EGL. This Windows EGL support is merged for next quarter’s Mesa 21.3 release.
In this blog from Collabora, Erik Faye-Lund brings us up to date on upstream development, OpenGL 4.6 support, OpenGL compatibility profile, OpenGL ES 3.1 support, Lavapipe and continuous integration, Windows support, macOS support and more…
In this Collabora blog post, Rohan Garg explores the new, low overhead extension in Mesa allowing OpenGL and Vulkan applications to talk to each other, bringing more flexibility to application developers while easing the transition path between the industry-standard Khronos APIs.
Built to power a new generation of game development tools, Ultra App Kit provides an easy-to-use C++ programming SDK for creating desktop GUI applications. Ultra App Kit GUI renders in retained mode rather than immediate mode, and is specifically designed for desktop GUI applications. This makes applications snappy and responsive when resizing or refreshing a window, with DPI scaling for resolution-independent graphics on any screen.
Ultra App Kit programs can be combined with an embedded OpenGL viewport, or a 3D game engine. An OpenGL tutorial is provided in the documentation.
A long time, OpenGL tutorial website, ogldev.org, has recently established a new YouTube channel dedicated to OpenGL tutorials. Join Etay Meiri and learn OpenGL today!
This blog from Igalia follows the team’s effort in improving performance of the V3DV Vulkan driver for the Raspberry Pi 4. The blog explores the optimizations the team recently did to their backend compiler, the results, and future work.
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.
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.
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!