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    <title>News</title>
    <link>http://www.opengl.org</link>
    <description>OpenGL.org News</description>
    <dc:language>en</dc:language>
    <dc:creator>Khronos Group</dc:creator>
    <dc:rights>Copyright 2010</dc:rights>
    <dc:date>2010-03-12T16:11:07+00:00</dc:date>
    <admin:generatorAgent rdf:resource="http://www.khronos.org/" />
    

    <atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/rss+xml" href="http://feeds.feedburner.com/opengl/zOLP" /><feedburner:info uri="opengl/zolp" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><feedburner:emailServiceId>opengl/zOLP</feedburner:emailServiceId><feedburner:feedburnerHostname>http://feedburner.google.com</feedburner:feedburnerHostname><item>
      <title>Khronos Unleashes Cutting-Edge, Cross-Platform Graphics Acceleration with OpenGL 4.0</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/No_k77HJ90o/</link>
      <description>The Khronos Group announced the release of the OpenGL® 4.0 specification. This is a significant update to the most widely adopted 2D and 3D graphics API, and includes the GLSL 4.00 update to the OpenGL Shading language allowing developers to access the latest generation of GPU acceleration. OpenGL 4.0 further improves the close interoperability with OpenCL™ for accelerating computationally intensive visual applications. Among the new features: two new shader stages that enable the GPU to offload geometry tessellation from the CPU; per-sample fragment shaders and programmable fragment shader input positions; drawing of data generated by OpenGL, or external APIs such as OpenCL, without CPU intervention; shader subroutines for significantly increased programming flexibility; 64-bit double precision floating point shader operations and inputs/outputs for increased rendering accuracy and quality. Khronos has also released an OpenGL 3.3 specification, together with a set of ARB extensions, to enable as much OpenGL 4.0 functionality as possible on previous generation GPU hardware. The latest specifications can be downloaded today in OpenGL Registry. An official feedback forum is online at the OpenGL Forums.</description>
      <dc:subject>Developers</dc:subject>
      <content:encoded><![CDATA[<p>The Khronos Group announced the release of the OpenGL&#174; 4.0 specification. This is a significant update to the most widely adopted 2D and 3D graphics API, and includes the GLSL 4.00 update to the OpenGL Shading language allowing developers to access the latest generation of GPU acceleration. OpenGL 4.0 further improves the close interoperability with OpenCL&#8482; for accelerating computationally intensive visual applications. Among the new features: two new shader stages that enable the GPU to offload geometry tessellation from the CPU; per-sample fragment shaders and programmable fragment shader input positions; drawing of data generated by OpenGL, or external APIs such as OpenCL, without CPU intervention; shader subroutines for significantly increased programming flexibility; 64-bit double precision floating point shader operations and inputs/outputs for increased rendering accuracy and quality. Khronos has also released an OpenGL 3.3 specification, together with a set of ARB extensions, to enable as much OpenGL 4.0 functionality as possible on previous generation GPU hardware. The latest specifications can be downloaded today in <a href="http://www.opengl.org/registry/" title="OpenGL Registry">OpenGL Registry</a>. An <a href="http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=273669" title="official feedback forum is online at the OpenGL Forums">official feedback forum is online at the OpenGL Forums</a>.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/No_k77HJ90o" height="1" width="1"/>]]></content:encoded>
      <dc:date>2010-03-11T14:10:19+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/khronos-unleashes-cutting-edge-cross-platform-graphics-acceleration-with-op/</feedburner:origLink></item>

    <item>
      <title>V3 has video interview with Khronos explaining OpenGL 4 at GDC</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/qhwGc9DqTgc/</link>
      <description>V3.co.uk interview Neil Trevett from the Khronos Group at GDC 2010. Neil explains what OpenGL 4 is all about, how it relates to the developers, users and graphics companies, where OpenGL has been and where it is going. This is an excellent way to spend five minutes to see what all the excitement is about. Watch the video now, or read more about it on the V3 website.</description>
      <dc:subject>General, Developers</dc:subject>
      <content:encoded><![CDATA[<p>V3.co.uk interview Neil Trevett from the Khronos Group at GDC 2010. Neil explains what OpenGL 4 is all about, how it relates to the developers, users and graphics companies, where OpenGL has been and where it is going. This is an excellent way to spend five minutes to see what all the excitement is about. <a href="http://www.v3.co.uk/v3/video/2259393/gdc-2010-khronos-group" title="Watch the video now">Watch the video now</a>, or read more about it on the <a href="http://www.v3.co.uk/v3/news/2259378/khronos-group-unveils-opengl" title="V3 website">V3 website</a>.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/qhwGc9DqTgc" height="1" width="1"/>]]></content:encoded>
      <dc:date>2010-03-12T16:11:07+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/v3-has-video-interview-with-khronos-explaining-opengl-4-at-gdc/</feedburner:origLink></item>

    <item>
      <title>Major Update for the NeoAxis OpenGL accelerated Game Engine (0.84)</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/G_5HFZQu0Wg/</link>
      <description>Today the NeoAxis Group released a major update for their NeoAxis Game Engine. The set of new features and the numerous improvements make it even easier for developers to produce high-quality applications and games. The changes in the new version enhance the graphics quality, e.g. improved shadow quality. At the same time the overall performance is increased by over 25% and the loading times are significantly reduced. The new exporter supports now Autodesk Maya, morph animation and has a ton of new features helping artists working with the NeoAxis Game Engine.</description>
      <dc:subject />
      <content:encoded><![CDATA[<p>Today the NeoAxis Group released a major update for their <a href="http://www.neoaxisgroup.com">NeoAxis Game Engine</a>. The set of new features and the numerous improvements make it even easier for developers to produce high-quality applications and games. The changes in the new version enhance the graphics quality, e.g. improved shadow quality. At the same time the overall performance is increased by over 25% and the loading times are significantly reduced. The new exporter supports now Autodesk Maya, morph animation and has a ton of new features helping artists working with the NeoAxis Game Engine.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/G_5HFZQu0Wg" height="1" width="1"/>]]></content:encoded>
      <dc:date>2010-03-12T15:58:12+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/major-update-for-the-neoaxis-opengl-accelerated-game-engine-0.84/</feedburner:origLink></item>

    <item>
      <title>OpenGL-based ThreeDify Designer 3.1 and ThreeDify Office Designer 3.1 released</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/8krNHhDXBwo/</link>
      <description>ThreeDify Inc. is pleased to announce general availability of OpenGL-based ThreeDify Designer 3.1 and ThreeDify Office Designer 3.1. ThreeDify Designer 3.1 adds several enhancements plus misc. bug fixes. The notable additions include indoor view mode, enhanced texture imports, support for import and export of a dozen more image formats, as well as object normal flipping and object copy tools. ThreeDify Office Designer is also updated to support ThreeDify Designer 3.1. Both new versions are available for download from our download page.</description>
      <dc:subject>Applications</dc:subject>
      <content:encoded><![CDATA[<p>ThreeDify Inc. is pleased to announce general availability of OpenGL-based ThreeDify Designer 3.1 and ThreeDify Office Designer 3.1. ThreeDify Designer 3.1 adds several enhancements plus misc. bug fixes. The notable additions include indoor view mode, enhanced texture imports, support for import and export of a dozen more image formats, as well as object normal flipping and object copy tools. ThreeDify Office Designer is also updated to support ThreeDify Designer 3.1. Both new versions are available for download from our download page.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/8krNHhDXBwo" height="1" width="1"/>]]></content:encoded>
      <dc:date>2010-03-12T15:55:32+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/opengl-based-threedify-designer-3.1-and-threedify-office-designer-3.1-relea/</feedburner:origLink></item>

    <item>
      <title>AMD’s Haemel summarizes what is new OpenGL 3.3 and 4.0</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/HyzhLG9EX-Q/</link>
      <description>AMD’s Nick Haemel blogs about some of the more significant features and benefits in OpenGL 3.3 and 4.0. The simultaneous release breathes new life into existing hardware while also paving the way for next generation GPUs.</description>
      <dc:subject>General, Developers</dc:subject>
      <content:encoded><![CDATA[<p>AMD&#8217;s Nick Haemel blogs about some of the more significant features and benefits in OpenGL 3.3 and 4.0. The simultaneous release breathes new life into existing hardware while also paving the way for next generation GPUs.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/HyzhLG9EX-Q" height="1" width="1"/>]]></content:encoded>
      <dc:date>2010-03-11T18:23:09+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/amd-summary-what-is-new-opengl-4.0/</feedburner:origLink></item>

    <item>
      <title>Graphic Remedy launches gDEBugger CL at GDC 2010</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/ddZqtH5KkM0/</link>
      <description>Graphic Remedy, a leading provider of advanced solutions for 3D graphics developers, launched gDEBugger CL at Game Developer Conference 2010. gDEBugger CL allows OpenCL™-based application developers to deliver complex parallel computing applications and significantly improve application performance. gDEBugger CL offers advanced debugging, profiling and memory analysis capabilities that reduce development time, accelerate time to market, help deploy the application on multiple platforms and boost application parallel computing performance. gDEBugger CL supports OpenGL-OpenCL interoperability and works together with gDEBugger GL to display, in a single GUI system, both OpenGL’s and OpenCL’s debugging and profiling data.</description>
      <dc:subject>Developers</dc:subject>
      <content:encoded><![CDATA[<p>Graphic Remedy, a leading provider of advanced solutions for 3D graphics developers, launched gDEBugger CL at Game Developer Conference 2010. gDEBugger CL allows OpenCL&#8482;-based application developers to deliver complex parallel computing applications and significantly improve application performance. gDEBugger CL offers advanced debugging, profiling and memory analysis capabilities that reduce development time, accelerate time to market, help deploy the application on multiple platforms and boost application parallel computing performance. gDEBugger CL supports OpenGL-OpenCL interoperability and works together with gDEBugger GL to display, in a single GUI system, both OpenGL&#8217;s and OpenCL&#8217;s debugging and profiling data.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/ddZqtH5KkM0" height="1" width="1"/>]]></content:encoded>
      <dc:date>2010-03-10T14:25:33+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/graphic-remedy-launches-gdebugger-cl-at-gdc-2010/</feedburner:origLink></item>

    <item>
      <title>The Open Toolkit library 1.0 beta-3 released</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/bBTPyBbuKpg/</link>
      <description>The Open Toolkit library is an open-source wrapper that allows .Net/Mono applications to use OpenGL¸ OpenAL and OpenCL. This release improves stability under multi-threading scenarios, introduces a new multithreading sample, improves inline (intellisense) and hardcopy (PDF) documentation and fixes a large number of secondary issues. The Open Toolkit can be used on Windows, Linux, Mac OS X, Solaris and *BSD and is especially suitable to rapid development of games, GUIs, virtual reality and scientific visualizations.</description>
      <dc:subject>Developers</dc:subject>
      <content:encoded><![CDATA[<p>The Open Toolkit library is an open-source wrapper that allows .Net/Mono applications to use OpenGL&#184; OpenAL and OpenCL. This release improves stability under multi-threading scenarios, introduces a new multithreading sample, improves inline (intellisense) and hardcopy (PDF) documentation and fixes a large number of secondary issues. The Open Toolkit can be used on Windows, Linux, Mac OS X, Solaris and *BSD and is especially suitable to rapid development of games, GUIs, virtual reality and scientific visualizations.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/bBTPyBbuKpg" height="1" width="1"/>]]></content:encoded>
      <dc:date>2010-03-09T16:49:21+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/the-open-toolkit-library-1.0-beta-3-released/</feedburner:origLink></item>

    <item>
      <title>Valve source engine overhauled to carry OpenGL</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/DprYIuF6W34/</link>
      <description>Steam’s Source engine – which powers all of Valve’s games – has been overhauled to carry OpenGL so that the Bellevue-based studio can now provide Mac owners with native versions of hit properties such as Half-Life. “The inclusion of WebKit into Steam, and of OpenGL into Source gives us a lot of flexibility in how we move these technologies forward. We are treating the Mac as a tier-1 platform so all of our future games will release simultaneously on Windows, Mac, and the Xbox 360” said John Cook, Director of Steam Development.</description>
      <dc:subject>Applications</dc:subject>
      <content:encoded><![CDATA[<p>Steam&#8217;s Source engine &#8211; which powers all of Valve&#8217;s games &#8211; has been overhauled to carry OpenGL so that the Bellevue-based studio can now provide Mac owners with native versions of hit properties such as Half-Life. &#8220;The inclusion of WebKit into Steam, and of OpenGL into Source gives us a lot of flexibility in how we move these technologies forward. We are treating the Mac as a tier-1 platform so all of our future games will release simultaneously on Windows, Mac, and the Xbox 360&#8221; said John Cook, Director of Steam Development.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/DprYIuF6W34" height="1" width="1"/>]]></content:encoded>
      <dc:date>2010-03-09T14:48:05+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/valve-source-engine-overhauled-to-carry-opengl/</feedburner:origLink></item>

    <item>
      <title>ZGameEditor v1.9.9 for developing small and efficient OpenGL API-based games and applications</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/RXwZg7AXF1Y/</link>
      <description>ZGameEditor is a free game authoring tool that generates native high-performance stand-alone compact executables for Win32, Linux x86 and OS X. Now 3 years after initial release ZGameEditor has reached version 1.9.9 and it’s the most feature packed update yet! ZGameEditor is an ideal tool for experimenting with procedural content generation techniques and developing OpenGL-applications. Make games, demos and screen savers using advanced graphics features such as multiple render passes, render targets and shaders. Instant GUI feedback of your changes. No waiting for build times! ZGameEditor is free, Open Source software. New features in 1.9.9 include: - render to texture - multiple render passes - web-connectivity - string support in scripting language - calling external libraries - and many other improvements.</description>
      <dc:subject>Applications</dc:subject>
      <content:encoded><![CDATA[<p>ZGameEditor is a free game authoring tool that generates native high-performance stand-alone compact executables for Win32, Linux x86 and OS X. Now 3 years after initial release ZGameEditor has reached version 1.9.9 and it&#8217;s the most feature packed update yet! ZGameEditor is an ideal tool for experimenting with procedural content generation techniques and developing OpenGL-applications. Make games, demos and screen savers using advanced graphics features such as multiple render passes, render targets and shaders. Instant GUI feedback of your changes. No waiting for build times! ZGameEditor is free, Open Source software. New features in 1.9.9 include: - render to texture - multiple render passes - web-connectivity - string support in scripting language - calling external libraries - and many other improvements.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/RXwZg7AXF1Y" height="1" width="1"/>]]></content:encoded>
      <dc:date>2010-03-08T13:05:12+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/zgameeditor-v1.9.9-developing-small-efficient-opengl-api-based-game/</feedburner:origLink></item>

    <item>
      <title>Simtech releases OpenGL assisted SimMold 2010</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/0nDLjGx9Z_E/</link>
      <description>Simtech releases SimMold 2010, an advanced GUI which uses OpenGL for post-processing mold flow results.</description>
      <dc:subject>Developers</dc:subject>
      <content:encoded><![CDATA[<p>Simtech releases SimMold 2010, an advanced GUI which uses OpenGL for post-processing mold flow results.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/0nDLjGx9Z_E" height="1" width="1"/>]]></content:encoded>
      <dc:date>2010-03-08T13:00:35+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/simtech-releases-opengl-assisted-simmold-2010/</feedburner:origLink></item>

    
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