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Learning graphics programming in the era of shaders can seem daunting. This website’s tutorials provide a firm foundation for understanding how to use modern shader-based hardware for graphics development. No prior graphics programming experience is expected. OpenGL v3.3 is used to demonstrate rendering techniques. Topics covered include: * Vertex transformations * Lighting, diffuse and specular, per-vertex and per-fragment. * HDR lighting and gamma correction.

DMP recently launched two new OpenGL ES programming books in Japanese for developers. “This book is an excellent introduction to OpenGL ES to written by the experts at DMP, and provides invaluable insights into the emerging opportunities to create amazing, graphically rich experiences on millions of devices,” wrote Neil Trevett, President of The Khronos Group. “Eisaku Ohbuchi and his colleagues at DMP have been involved in developing the OpenGL ES APIs for more than five years, and are well qualified to help developers learn to use these important standards,” write Tom Olson, Chairman, OpenGL ES Working Group, The Khronos Group. Both books are available through the Khronos Groups online developer books library.

The sample code for the OpenGL ES 2.0 Programming Guide is now available for WebGL, Android 2.2, and iOS 4.2 (in addition to continued support on Windows OpenGL ES 2.0). Additionally, in order to make it easier to provide future updates, the code has been migrated to the opengles-book-samples Google Code project. You can purchase the OpenGL ES 2.- Programming Guide here.

AMD to hand out free copies of their newly-published book “OpenCL programming on AMD CPU/GPUs” at the Khronos DevU on December 8th, and the December 9th Conference and Lunch. Errata: We had previously stated the book would be handed out at SIGGRAPH ASIA. In fact the book will be handed out at the Khronos DevU at Tsinghau University On December 8-9 2010.

We invite you to submit a proposal for an innovative article to be included in a forthcoming book, Game Development Tools, which will be edited by Marwan Y. Ansari and published by A. K. Peters. We expect to publish the volume in time for GDC 2011. We are open to any tools articles that you feel would make a valuable contribution to this book. Some topics that would be of interest include:

  • Content Pipeline tools (creation, streamlining, management)
  • Graphics/Rendering tools
  • Profiling tools
  • COLLADA import/export/inspection
  • Sound tools
  • In-Game debugging tools
  • Memory management & analysis
  • Console tools (single and cross platform)

This list is not meant to be exclusive and other topics are welcome.