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CopperCube 4.3 released with Internet Explorer WebGL support

CopperCube is ideal for creating 3D educational programs, architectural visualizations, military simulations, product configurators, games, e-learning applications and 3D prototypes. The most recent release now offers WebGL support for Internet Explorer 11.
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Shaderific 3.1 adds support for anaglyph 3D rendering

Shaderific 3.1 is now available. Shaderific is an educational app for iPad, iPhone and iPod touch that helps computer science students and experienced developers to get started with OpenGL ES 2.0 shader development. The update adds a new stereoscopy mode that allows to render any shader as anaglyph red-cyan 3D images. This provides a completely new 3D experience when using glasses with the appropriate red-cyan filters. Furthermore, multiple instances of the same object can now be rendered with a single shader using the new draw instanced functionality.
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A Glimpse at OpenGL ES Next

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Khronos discloses the high-level direction for a new version of the OpenGL ES standard for mobile and embedded 3D graphics - to enable roadmap planning by OEMs and developers that are not Khronos members. Details around 'OpenGL ES Next' include:

  • The OpenGL ES Working Group plans to release a new version of OpenGL ES in 2014
  • The main features of the new API will be:
    • Backward compatibility with OpenGL ES 2.0 and 3.0
    • Compute shaders, with atomics and image load/store capability
    • Separate shader objects
    • Indirect draw commands
    • Enhanced texturing functionality including texture gather, multisample textures and stencil textures
    • Enhanced shading language functionality
  • For clarification purposes the new API will not include:
    • Tessellation and geometry shaders

We've included a PDF with this information.


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PowerVR Rogue GPUs set to deliver next-gen graphics and compute with new OpenGL ES Next API

In conjunction with the launch of our PowerVR Series6XT and Series6XE GPUs, the Khronos Group has announced OpenGL® ES Next, a next-generation API standard which introduces a number of new features for mobile and embedded devices. Good news for developers targeting PowerVR-based hardware is that all our PowerVR Rogue GPUs are designed to meet the specifications of the OpenGL ES Next API. This means that any device with a PowerVR Series6, Series6XT or Series6XE graphics core will be able to support OpenGL ES Next, once conformance is achieved.
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Intel XDK Updates For HTML5 Developers

Intel has released an update to the Intel XDK (cross-platform development kit). At the heart of Crosswalk is the Blink rendering and layout engine, which provides the same HTML5 features and capabilities expected in the modern web runtimes such as WebGL and Web Audio. However, with Crosswalk, one can see enhanced JavaScript, WebGL, and Audio performance on Android 4.x devices.
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Khronos Releases SPIR 1.2 Specification for Portable Encoding of OpenCL Device Programs

The Khronos Group today announced the ratification and public release of the SPIR 1.2 specification that provides a non-source encoding, and binary level portability, for OpenCL 1.2 device programs. SPIR (Standard Portable Intermediate Representation) is the industry's first open, cross-platform Intermediate Representation standard for portable heterogeneous parallel computing and is based on LLVM IR. SPIR enables developers to avoid exposing sensitive kernel source and enables a diversity of language front-ends to easily target OpenCL platforms and devices in addition to OpenCL C. The SPIR specification and registry can be found on the Khronos website.
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Amdahl Software Announces Automatic Host Code Inference for OpenCL CodeBench

Amdahl Software announced the latest major update to its flagship Eclipse plug-in, OpenCL CodeBench. With the recent 1.2 release, developers can now benefit from automatic host-code generation as they are coding their OpenCL kernels.
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Khronos Group to hold series of Meet ups at GDC 2014

The Khronos Group will once again be holding a series of Meet ups at this years Game Developers Conference in San Francisco.
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OpenGL ES Work Group Chair discusses ASTC Texture Compression

Tom Olson, work group chair of the OpenGL ES API and director of graphics research at ARM has a great blog entry on ASTC texture compression. Not too technical and includes some great examples and lots of links. A great read for the middle of the week.
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10 Reasons OpenCL Will Change Your Design Strategy & Market Position

The problem with disruption is that it's so… disrupting. This is also what's so attractive about it. The important question is what's on the intended receiving end of that disruption. If it is your competitors' business models and market positions, OpenCL provides a remarkable lever for achieving those objectives.
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