OGLplus is an open-source library implementing an object-oriented facade over the OpenGL (version 4) C-language API. It provides wrappers which automate resource management and make the use of OpenGL in C++ safer and more convenient. OGLplus comes with more than 100 examples of usage and several tutorials.
A series of articles about modern OpenGL on Mac, with a focus on making games. All the code is open source, and downloadable from github. You can find more tutorials and code samples on the OpenGL Community wiki.
Phoronix notes that a development log update posted to the Unigine website shows Unigine now supports anti-aliasing on Mac OS X and the OpenGL renderer targeting the OpenGL 3.2 Core Profile specification.
G-Truc has posted the January 2013 OpenGL status update: tested drivers this month are AMD Catalyst 13.2 beta 3, Intel 15.31.64.2885 and NVIDIA Forceware 313.95 beta. No newer drivers for Intel, instead the same driver from the last status update was used.
The NVIDIA Developer Tools team is proud to announce the first full featured release candidate of NVIDIA Nsight Visual Studio Edition 3.0. This new release officially supports OpenGL frame debugging and profiling, GLSL GPU shader debugging, local single GPU shader debugging, the new Kepler GK110 architecture found in Tesla® K20 and CUDA 5.0.
In our new OpenGL tutorial, we want to demonstrate several interesting techniques of real-time procedural planet rendering: Screen space atmospheric light scattering (both Rayleigh and Mie); Basic cloud rendering (cloud layers) combined with light scattering; Procedural planetary surface generation (both color and geometry) based on noise and detail textures; Three different planetary surface rendering techniques depending on the actual planet-to-camera-distance: Long, Medium and Short distance rendering.
Sundog Software released version 2.7 of its SilverLining Sky, 3D Cloud, and Weather SDK today, rolling out several new visual effects for game and simulation developers. SilverLining supports OpenGL 2.0+ based engines, and OpenGL ES 2.0 under Android. SilverLining 2.7 adds crepuscular rays (God-rays), beams of light emanate from the sun when it’s behind clouds, leading to visually stunning scenes with no extra effort from the developer.
For years Tao Framework was the most popular .NET binding for OpenGL and many other multimedia-related libraries, but unfortunately the project became abandoned some time around 2008, leaving its last release supporting OpenGL 2.1 only. In 2012, based on the same design philosophy and the latest source code of Tao Framework, development was picked up once again by a different staff but with the same goal - to provide 1:1 bindings to OpenGL for .NET and Mono. The currently supported OpenGL version in Tao Classic is 4.3.
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