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    <title>OpenGL News</title>
    <link>http://www.opengl.org</link>
    <description>OpenGL and related news stories</description>
    <dc:language>en</dc:language>
    <dc:creator>Khronos Group</dc:creator>
    <dc:rights>Copyright 2013</dc:rights>
    <dc:date>2013-05-21T13:47:08+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>ShaderToy web based platform for developing and teaching GLSL based shading</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/MO5Bu13rBJs/</link>
      <description>Shadertoy is a web based platform for developing, sharing, learning, getting inspiration and teaching GLSL based shading. Developers create shaders using a live environment that allows them to see the final results as they are coding. These creations can react to different inputs such us music, videos, time of the day, and others. Shadertoy.com also introduces a social platform, which makes it a place to give feedback, promote great work, and share creations regardless of being an industry professional or students/hobbyists. The website has been running for a couple of months and has grown rapidly with beautiful works showing a great variety of rendering techniques, from post processing effects, procedural raymarchers, raytracers and demoscene pieces to simple 2D procedural graphics.</description>
      <dc:subject>Developers</dc:subject>
      <content:encoded><![CDATA[<p>Shadertoy is a web based platform for developing, sharing, learning, getting inspiration and teaching GLSL based shading. Developers create shaders using a live environment that allows them to see the final results as they are coding. These creations can react to different inputs such us music, videos, time of the day, and others. Shadertoy.com also introduces a social platform, which makes it a place to give feedback, promote great work, and share creations regardless of being an industry professional or students/hobbyists. The website has been running for a couple of months and has grown rapidly with beautiful works showing a great variety of rendering techniques, from post processing effects, procedural raymarchers, raytracers and demoscene pieces to simple 2D procedural graphics.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/MO5Bu13rBJs" height="1" width="1"/>]]></content:encoded>
      <dc:date>2013-05-21T13:47:08+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/shadertoy-web-based-platform-for-developing-and-teaching-glsl-based-shading/</feedburner:origLink></item>

    <item>
      <title>GLSL Hacker 0.5.0 With Python Support</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/wOdZJ5YU_lE/</link>
      <description>GLSL Hacker is a cross-platform utility (Windows, Linux and Mac OS X) for coding 3D demos and prototypes with GLSL, Lua and Python programming languages. GLSL Hacker 0.5.0 adds the support of Python 2.7, improves compute shaders support and fixes many bugs.</description>
      <dc:subject>Developers, Applications</dc:subject>
      <content:encoded><![CDATA[<p>GLSL Hacker is a cross-platform utility (Windows, Linux and Mac OS X) for coding 3D demos and prototypes with GLSL, Lua and Python programming languages. GLSL Hacker 0.5.0 adds the support of Python 2.7, improves compute shaders support and fixes many bugs.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/wOdZJ5YU_lE" height="1" width="1"/>]]></content:encoded>
      <dc:date>2013-05-16T11:51:14+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/glsl-hacker-0.5.0-with-python-support/</feedburner:origLink></item>

    <item>
      <title>NVIDIA launches Nsight Visual Studio Edition 3.0 with OpenGL debugging support</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/4ElpU0YOnA0/</link>
      <description>The NVIDIA Developer Tools team is proud to announce the final release of NVIDIA® Nsight Development Platform, Visual Studio Edition 3.0, an application development platform for heterogeneous systems. 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 &amp;amp; GeForce GTX TITAN, and CUDA 5.0. This release requires NVIDIA Display Driver Release 319 or newer.</description>
      <dc:subject>Developers, Applications</dc:subject>
      <content:encoded><![CDATA[<p>The NVIDIA Developer Tools team is proud to announce the final release of NVIDIA&#174; Nsight Development Platform, Visual Studio Edition 3.0, an application development platform for heterogeneous systems. 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 &amp; GeForce GTX TITAN, and CUDA 5.0. This release requires NVIDIA Display Driver Release 319 or newer.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/4ElpU0YOnA0" height="1" width="1"/>]]></content:encoded>
      <dc:date>2013-05-16T11:27:35+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/nvidia-launches-nsight-visual-studio-edition-3.0-with-opengl-debugging-supp/</feedburner:origLink></item>

    <item>
      <title>Comparing Hosek-Wilkie and Preetham Sky Models in SilverLining SDK 2.8</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/qC7edgEIgvQ/</link>
      <description>The SilverLining Sky, 3D Cloud, and Weather SDK for OpenGL now lets you switch between the new Hosek-Wilkie model presented at the 2012 SIGGRAPH conference, and the 1999 Preetham model for simulating real-time skies for any time and location. A video’s been prepared using SilverLining comparing its extensions to the two models.</description>
      <dc:subject>Developers, Applications</dc:subject>
      <content:encoded><![CDATA[<p>The SilverLining Sky, 3D Cloud, and Weather SDK for OpenGL now lets you switch between the new Hosek-Wilkie model presented at the 2012 SIGGRAPH conference, and the 1999 Preetham model for simulating real-time skies for any time and location. A video&#8217;s been prepared using SilverLining comparing its extensions to the two models.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/qC7edgEIgvQ" height="1" width="1"/>]]></content:encoded>
      <dc:date>2013-05-15T15:35:45+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/comparing-hosek-wilkie-and-preetham-sky-models-in-silverlining-sdk-2.8/</feedburner:origLink></item>

    <item>
      <title>How to get Tessellation shaders working in Mac OSX</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/VgtFuNjQL_8/</link>
      <description>After GpuTest said it could do tessellation shaders under mac OSX i decided to investigate how to do this as it’s an undocumented feature. This blog post shows how to define the tessellation control and evaluation shaders under mac osx and also how to enable the drawing of GL_PATCHES.</description>
      <dc:subject>Developers</dc:subject>
      <content:encoded><![CDATA[<p>After GpuTest said it could do tessellation shaders under mac OSX i decided to investigate how to do this as it&#8217;s an undocumented feature. This blog post shows how to define the tessellation control and evaluation shaders under mac osx and also how to enable the drawing of GL_PATCHES.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/VgtFuNjQL_8" height="1" width="1"/>]]></content:encoded>
      <dc:date>2013-05-13T12:08:04+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/how-to-get-tessellation-shaders-working-in-mac-osx/</feedburner:origLink></item>

    <item>
      <title>GpuTest 0.4.0: Cross-Platform OpenGL Benchmark</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/V-8D3wAcbe0/</link>
      <description>GpuTest is a new OpenGL graphics benchmark tool for Windows, Linux and OS X that includes several 3D tests: one test based on FurMark, one OpenGL 4 tessellation test, one OpenGL 3.3 geometry instancing test and two heavy pixel shader tests. Each test can be launched from the command line (an user interface is available for Windows and OS X) and benchmark results can be saved in a CSV file.</description>
      <dc:subject>Applications</dc:subject>
      <content:encoded><![CDATA[<p>GpuTest is a new OpenGL graphics benchmark tool for Windows, Linux and OS X that includes several 3D tests: one test based on FurMark, one OpenGL 4 tessellation test, one OpenGL 3.3 geometry instancing test and two heavy pixel shader tests. Each test can be launched from the command line (an user interface is available for Windows and OS X) and benchmark results can be saved in a CSV file.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/V-8D3wAcbe0" height="1" width="1"/>]]></content:encoded>
      <dc:date>2013-05-09T14:10:20+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/gputest-0.4.0-cross-platform-opengl-benchmark/</feedburner:origLink></item>

    <item>
      <title>nopper.tv hosts three more OpenGL 3 and 4 examples</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/gwAKOY2AiVE/</link>
      <description>There are three basic OpenGL examples available about shadow volumes, displacement mapping with screen space dependent tessellation and an erode effect using a 3D noise texture. The OpenGL Graphics Engine is extended as well and there are now four complex OpenGL examples available. All examples do have source code and assets included.</description>
      <dc:subject>Developers</dc:subject>
      <content:encoded><![CDATA[<p>There are three basic OpenGL examples available about shadow volumes, displacement mapping with screen space dependent tessellation and an erode effect using a 3D noise texture. The OpenGL Graphics Engine is extended as well and there are now four complex OpenGL examples available. All <a href="http://nopper.tv/opengl.html">examples</a> do have source code and assets included.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/gwAKOY2AiVE" height="1" width="1"/>]]></content:encoded>
      <dc:date>2013-05-07T13:18:32+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/nopper.tv-hosts-three-more-opengl-3-and-4-examples/</feedburner:origLink></item>

    <item>
      <title>3D Box Shot Pro V2.01 with OpenGL 2.1 LLVMPipe</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/V3MSOFtLCv0/</link>
      <description>Jellypie Software have released 3D Box Shot Pro V2.01 with a software rendering option that allows the program to run on any Windows PC, irrespective of the graphics card or driver installed. The software version includes an LLVMPipe software driver that emulates OpenGL 2.1 functionality to provide environment and depth mapping effects on machines without hardware OpenGL 2.1 support. The software driver does incur a performance hit, with the real time preview in 3D Box Shot Pro running at a lower frame rate. The preview output also lacks anti aliasing, however the rendered output, while taking significantly longer to generate, looks as good always</description>
      <dc:subject>Applications</dc:subject>
      <content:encoded><![CDATA[<p>Jellypie Software have released 3D Box Shot Pro V2.01 with a software rendering option that allows the program to run on any Windows PC, irrespective of the graphics card or driver installed. The software version includes an LLVMPipe software driver that emulates OpenGL 2.1 functionality to provide environment and depth mapping effects on machines without hardware OpenGL 2.1 support. The software driver does incur a performance hit, with the real time preview in 3D Box Shot Pro running at a lower frame rate. The preview output also lacks anti aliasing, however the rendered output, while taking significantly longer to generate, looks as good always
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/V3MSOFtLCv0" height="1" width="1"/>]]></content:encoded>
      <dc:date>2013-05-07T13:17:22+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/3d-box-shot-pro-v2.01-with-opengl-2.1-llvmpipe/</feedburner:origLink></item>

    <item>
      <title>Comportability to hold 1st International Workshop on OpenCL</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/EH5okaZTK_A/</link>
      <description>Comportability launches as a formal organization for OpenCL users. Established as a non-profit corporation by some of OpenCL’s primary advocates, Comportability is an open forum for all things related to OpenCL. Membership is free and individuals are invited to participate in discussions, upload software and take part in the annual workshop. Institutions and vendors may join as voting members, and are invited to form regional chapters, which are encouraged to host future meetings and workshops. The 1st International Workshop on OpenCL (IWOCL) will take place May 13-14, 2013 at the Technology Square Research Building (TSRB) at the Georgia Institute of Technology in Atlanta, Georgia. Registration for this event is open and the program is on-line.&amp;nbsp;</description>
      <dc:subject>Developers</dc:subject>
      <content:encoded><![CDATA[<p><a href="http://comportability.org/">Comportability</a> launches as a formal organization for OpenCL users. Established as a non-profit corporation by some of OpenCL&#8217;s primary advocates, Comportability is an open forum for all things related to OpenCL. Membership is free and individuals are invited to participate in discussions, upload software and take part in the annual workshop. Institutions and vendors may join as voting members, and are invited to form regional chapters, which are encouraged to host future meetings and workshops. The <a href="http://iwocl.org/">1st International Workshop on OpenCL</a> (IWOCL) will take place May 13-14, 2013 at the Technology Square Research Building (TSRB) at the Georgia Institute of Technology in Atlanta, Georgia. Registration for this event is open and the program is on-line.&nbsp;  
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/EH5okaZTK_A" height="1" width="1"/>]]></content:encoded>
      <dc:date>2013-05-06T14:35:06+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/comportability-to-hold-1st-international-workshop-on-opencl/</feedburner:origLink></item>

    <item>
      <title>Intel Brings OpenGL 2.0/2.1 To Classic i915 Mesa Driver</title>
<link>http://feedproxy.google.com/~r/opengl/zOLP/~3/pgAEFs8hShg/</link>
      <description>Intel’s Eric Anholt has made some improvements to their official classic driver. Eric’s first i915 driver change was always enabling OpenGL 2.0 support rather than OpenGL 1.4 as the case has been. Immediately following that was another commit to add support for GL_EXT_texture_sRGB and GL_EXT_texture_sRGB_decode. Phoronix has more about the changes on their site.</description>
      <dc:subject>Developers</dc:subject>
      <content:encoded><![CDATA[<p>Intel&#8217;s Eric Anholt has made some improvements to their official classic driver. Eric&#8217;s first i915 driver change was always enabling OpenGL 2.0 support rather than OpenGL 1.4 as the case has been. Immediately following that was another commit to add support for GL_EXT_texture_sRGB and GL_EXT_texture_sRGB_decode. Phoronix has more about the changes on their <a href="http://www.phoronix.com/scan.php?page=news_item&amp;px=MTM2MTA">site</a>. 
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/pgAEFs8hShg" height="1" width="1"/>]]></content:encoded>
      <dc:date>2013-05-06T14:32:29+00:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/intel-brings-opengl-2.0-2.1-to-classic-i915-mesa-driver/</feedburner:origLink></item>

    
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