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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 2008</dc:rights>
    <dc:date>2008-08-07T16:34:00-08:00</dc:date>
    <admin:generatorAgent rdf:resource="http://www.khronos.org/" />
    

    <atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" href="http://feeds.feedburner.com/opengl/zOLP" type="application/rss+xml" /><feedburner:emailServiceId>877880</feedburner:emailServiceId><feedburner:feedburnerHostname>http://www.feedburner.com</feedburner:feedburnerHostname><item>
      <title>ATI FirePro V5700 and V3700 OpenGL accelerators set new price/performance standards for CAD and DCC</title>
<link>http://feeds.feedburner.com/~r/opengl/zOLP/~3/358556017/</link>
      <description>The new FirePro V5700 features 512MB of frame buffer memory, dual link DVI and DisplayPort, and a true 30-bit display engine. The FirePro V3700 features 256 MB FB memory, two dual-link DVI and costs only $99! Both support OpenGL 2.1 and both are certified for CAD and professional DCC application performance.</description>
      <dc:subject>General</dc:subject>
      <content:encoded><![CDATA[<p>The new FirePro V5700 features 512MB of frame buffer memory, dual link DVI and <a href='http://fireuser.com/blog/category/display_port/'>DisplayPort</a>, and a true 30-bit display engine. The FirePro V3700 features 256 MB FB memory, two dual-link DVI and costs only $99! Both support OpenGL 2.1 and both are certified for CAD and professional DCC application performance.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/358556017" height="1" width="1"/>]]></content:encoded>
      <dc:date>2008-08-07T16:34:00-08:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/ati_firepro_v5700_and_v3700_opengl_accelerators_set_new_price_performance_s/</feedburner:origLink></item>

    <item>
      <title>Lightsmark 2008 advances realtime GI</title>
<link>http://feeds.feedburner.com/~r/opengl/zOLP/~3/358432361/</link>
      <description>Lightsmark 2008 is multiplatform benchmark with next generation lighting effects - realtime GI, color bleeding, penumbra shadows. 2008 release greatly improves rendering speed and quality (new per-pixel indirect shadows), extends support from Windows to Linux, adds native 64bit versions. Despite effects never seen even in modern games, Lightsmark runs on all OpenGL 2.0 compliant cards. It is licensed under Creative Commons, with front-end source code included.</description>
      <dc:subject>Applications</dc:subject>
      <content:encoded><![CDATA[<p>Lightsmark 2008 is multiplatform benchmark with next generation lighting effects - realtime GI, color bleeding, penumbra shadows. 2008 release greatly improves rendering speed and quality (new per-pixel indirect shadows), extends support from Windows to Linux, adds native 64bit versions. Despite effects never seen even in modern games, Lightsmark runs on all OpenGL 2.0 compliant cards. It is licensed under Creative Commons, with front-end source code included.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/358432361" height="1" width="1"/>]]></content:encoded>
      <dc:date>2008-08-07T13:48:00-08:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/lightsmark_2008_advances_realtime_gi/</feedburner:origLink></item>

    <item>
      <title>New Ca3D-Engine demo and development kit released!</title>
<link>http://feeds.feedburner.com/~r/opengl/zOLP/~3/356419723/</link>
      <description>A new version of the Ca3D-Engine has just been released. The Ca3D-Engine is a modern game engine and game development kit with 3D OpenGL real-time graphics and multi-player network support for Windows and Linux. The latest enhancements are very interesting for both users and game developers, as they include many new features in the World Editor, a new Sound System (including OpenAL and FMOD implementations), many improvements to the GUI System, an entirely new Main Menu GUI, and many other enhancements.</description>
      <dc:subject>Applications</dc:subject>
      <content:encoded><![CDATA[<p>A new version of the Ca3D-Engine has just been released. The Ca3D-Engine is a modern game engine and game development kit with 3D OpenGL real-time graphics and multi-player network support for Windows and Linux. The latest enhancements are very interesting for both users and game developers, as they include many new features in the World Editor, a new Sound System (including OpenAL and FMOD implementations), many improvements to the GUI System, an entirely new Main Menu GUI, and many other enhancements.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/356419723" height="1" width="1"/>]]></content:encoded>
      <dc:date>2008-08-05T14:28:00-08:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/new_ca3d_engine_demo_and_development_kit_released/</feedburner:origLink></item>

    <item>
      <title>NVIDIA Shader Debugger released</title>
<link>http://feeds.feedburner.com/~r/opengl/zOLP/~3/355854648/</link>
      <description>NVIDIA is proud to announce the release of the Shader Debugger, a full-featured pixel shader debugger for OpenGL that allows shaders to be debugged just like CPU code. The Shader Debugger offers: Cross-Language, Cross-API Support o Microsoft DirectX 9 &amp;amp; 10 (HLSL) / OpenGL (CgFX &amp;amp; COLLADA FX Cg); Debugger Run Control / Single Step, Run to Cursor, Run to Bookmark; Variable Inspection / View Globals, Parameters, and Local Variables / Technique, Pass, and Function selection / Watch Expressions; Visual Debugging / Value Visualization (Map variables to colors) / Conditional Pixel Kill. You can find out more about the Shader Debugger at www.shaderdebugger.com.</description>
      <dc:subject>Applications</dc:subject>
      <content:encoded><![CDATA[<p>NVIDIA is proud to announce the release of the Shader Debugger, a full-featured pixel shader debugger for OpenGL that allows shaders to be debugged just like CPU code. The Shader Debugger offers: Cross-Language, Cross-API Support o Microsoft DirectX 9 &amp; 10 (HLSL) / OpenGL (CgFX &amp; COLLADA FX Cg); Debugger Run Control / Single Step, Run to Cursor, Run to Bookmark; Variable Inspection / View Globals, Parameters, and Local Variables / Technique, Pass, and Function selection / Watch Expressions; Visual Debugging / Value Visualization (Map variables to colors) / Conditional Pixel Kill. You can find out more about the Shader Debugger at <a href="http://www.shaderdebugger.com">www.shaderdebugger.com</a>.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/355854648" height="1" width="1"/>]]></content:encoded>
      <dc:date>2008-08-05T01:13:00-08:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/nvidia_shader_debugger_released/</feedburner:origLink></item>

    <item>
      <title>FX Composer 2.5 Released</title>
<link>http://feeds.feedburner.com/~r/opengl/zOLP/~3/355854649/</link>
      <description>FX Composer 2.5, the latest version of NVIDIA&amp;#8217;s powerful shader development environment, has been released. FX Composer supports OpenGL, Collada FX, and CgFX, DirectX, and HLSL, as well as the .fbx, .x, .3ds, .obj, and .dae file formats for importing geometry. Version 2.5 adds: DirectX 10 support, including geometry shaders and stream out; Particle Systems; Visual Styles; Major User Interface Improvements; Remote Control over TCP/IP; Support for the NVIDIA Shader Debugger and New Sample Projects. You can download the tool for free at www.fxcomposer.com.</description>
      <dc:subject>Applications</dc:subject>
      <content:encoded><![CDATA[<p>FX Composer 2.5, the latest version of NVIDIA&#8217;s powerful shader development environment, has been released. FX Composer supports OpenGL, Collada FX, and CgFX, DirectX, and HLSL, as well as the .fbx, .x, .3ds, .obj, and .dae file formats for importing geometry. Version 2.5 adds: DirectX 10 support, including geometry shaders and stream out; Particle Systems; Visual Styles; Major User Interface Improvements; Remote Control over TCP/IP; Support for the NVIDIA Shader Debugger and New Sample Projects. You can download the tool for free at <a href="http://www.fxcomposer.com" title="www.fxcomposer.com">www.fxcomposer.com</a>.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/355854649" height="1" width="1"/>]]></content:encoded>
      <dc:date>2008-08-05T01:13:00-08:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/fx_composer_25_released/</feedburner:origLink></item>

    <item>
      <title>ActiveSolid for Microsoft Office v2.6.5 released!</title>
<link>http://feeds.feedburner.com/~r/opengl/zOLP/~3/355646644/</link>
      <description>With this official GA release of the OpenGL based ActiveSolid for Microsoft Office, user can now seamlessly embed ActiveSolid models within MS Excel or Word documents. Imagine the freedom of digital communication: Word and Excel documents with embedded ActiveSolid models (we call them ActiveSolid Office documents) can be easily sent to your peers for review, comments and editing. The recipient of your ActiveSolid Office documnents only needs to install the freeware ActiveSolid Standard to open, view and markup the received ActiveSolid Office documents.</description>
      <dc:subject>Applications</dc:subject>
      <content:encoded><![CDATA[<p>With this official GA release of the OpenGL based ActiveSolid for Microsoft Office, user can now seamlessly embed ActiveSolid models within MS Excel or Word documents. Imagine the freedom of digital communication: Word and Excel documents with embedded ActiveSolid models (we call them ActiveSolid Office documents) can be easily sent to your peers for review, comments and editing. The recipient of your ActiveSolid Office documnents only needs to install the freeware ActiveSolid Standard to open, view and markup the received ActiveSolid Office documents.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/355646644" height="1" width="1"/>]]></content:encoded>
      <dc:date>2008-08-04T19:52:01-08:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/activesolid_for_microsoft_office_v265_released/</feedburner:origLink></item>

    <item>
      <title>NeoAxis Engine 0.57 based on Ogre3D (OpenGL DirectX) has been released</title>
<link>http://feeds.feedburner.com/~r/opengl/zOLP/~3/351789841/</link>
      <description>NeoAxis Engine Version 0.57 has been released with many changes and bug fixes. The most important features in this release are: - Loading and saving during simulation. Now you can create support for loading and saving world during simulation. - Framework for windowed applications. Creating a windowed applications is now easier. - Material LOD schemes. - Support for dynamic map creation at runtime. - PhysX 2.8.1. - OGRE 1.4.9. - Better Mono Runtime support. - Many changes and bug fixes. NeoAxis Engine is an easy to use general purpose game engine based on Ogre3D (OpenGL, Direct3D), PhysX, FMOD and .NET technologies.</description>
      <dc:subject>Applications</dc:subject>
      <content:encoded><![CDATA[<p>NeoAxis Engine Version 0.57 has been released with many changes and bug fixes. The most important features in this release are: - Loading and saving during simulation. Now you can create support for loading and saving world during simulation. - Framework for windowed applications. Creating a windowed applications is now easier. - Material LOD schemes. - Support for dynamic map creation at runtime. - PhysX 2.8.1. - OGRE 1.4.9. - Better Mono Runtime support. - Many changes and bug fixes. NeoAxis Engine is an easy to use general purpose game engine based on Ogre3D (OpenGL, Direct3D), PhysX, FMOD and .NET technologies.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/351789841" height="1" width="1"/>]]></content:encoded>
      <dc:date>2008-07-31T18:15:00-08:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/neoaxis_engine_057_based_on_ogre3d_opengl_directx_has_been_released/</feedburner:origLink></item>

    <item>
      <title>GPU Caps Viewer 1.5.0</title>
<link>http://feeds.feedburner.com/~r/opengl/zOLP/~3/349448134/</link>
      <description>GPU Caps Viewer has been updated with a new OpenGL demo (hardware geometry instancing - shader model 4.0 required), and detection of GeForce GTX 280/260 and Radeon HD 4850/4870. Detection of PhysX driver has been added as well as support for S3 Chrome 400 series (430 GT and 440 GTX). GPU Caps Viewer is an OpenGL graphics card utility for Windows XP and Vista. This utility is useful for all 3D enthusiasts and graphics developers and offers the following features: quickly overview of the features of your graphics card, OpenGL capabilities as well as the complete extensions list, GPU temperature (GeForce and Radeon), GPU stress test, OpenGL tech-demos to validate graphics drivers (vertex displacement mapping, hardware geometry instancing, soft shadows, point sprite particles, HDR), online validation facility and complete report in xml format.</description>
      <dc:subject>Applications</dc:subject>
      <content:encoded><![CDATA[<p>GPU Caps Viewer has been updated with a new OpenGL demo (hardware geometry instancing - shader model 4.0 required), and detection of GeForce GTX 280/260 and Radeon HD 4850/4870. Detection of PhysX driver has been added as well as support for S3 Chrome 400 series (430 GT and 440 GTX). GPU Caps Viewer is an OpenGL graphics card utility for Windows XP and Vista. This utility is useful for all 3D enthusiasts and graphics developers and offers the following features: quickly overview of the features of your graphics card, OpenGL capabilities as well as the complete extensions list, GPU temperature (GeForce and Radeon), GPU stress test, OpenGL tech-demos to validate graphics drivers (vertex displacement mapping, hardware geometry instancing, soft shadows, point sprite particles, HDR), online validation facility and complete report in xml format.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/349448134" height="1" width="1"/>]]></content:encoded>
      <dc:date>2008-07-29T13:19:00-08:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/gpu_caps_viewer_150/</feedburner:origLink></item>

    <item>
      <title>OpenGL Bootcamp at the Big Nerd Ranch October 2008</title>
<link>http://feeds.feedburner.com/~r/opengl/zOLP/~3/343626763/</link>
      <description>Big Nerd Ranch announces the October 2008 session of OpenGL Bootcamp. This intensive 5-day training course will arm you with the knowledge to make your 2D and 3D visualizations fly! As problem sets explode in complexity, radical gains in performance have resulted from moving traditional graphics processing from the CPU to graphics hardware. If you are doing any work concerning graphics, then you must know OpenGL and this class is the fastest way to master the ideas and techniques of OpenGL programming. By taking full advantage of hardware acceleration, shaders, blending, textures and video we&amp;#8217;ll help you get the most out of your data. Learn how OpenGL works, what functionality it does and does not provide, various optimization methods for both static and dynamic data, and much more. The course will provide libraries and frameworks for abstracting the operating system and allowing the student to focus solely on learning OpenGL.</description>
      <dc:subject>General</dc:subject>
      <content:encoded><![CDATA[<p>Big Nerd Ranch announces the October 2008 session of OpenGL Bootcamp. This intensive 5-day training course will arm you with the knowledge to make your 2D and 3D visualizations fly! As problem sets explode in complexity, radical gains in performance have resulted from moving traditional graphics processing from the CPU to graphics hardware. If you are doing any work concerning graphics, then you must know OpenGL and this class is the fastest way to master the ideas and techniques of OpenGL programming. By taking full advantage of hardware acceleration, shaders, blending, textures and video we&#8217;ll help you get the most out of your data. Learn how OpenGL works, what functionality it does and does not provide, various optimization methods for both static and dynamic data, and much more. The course will provide libraries and frameworks for abstracting the operating system and allowing the student to focus solely on learning OpenGL.
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/343626763" height="1" width="1"/>]]></content:encoded>
      <dc:date>2008-07-23T14:51:00-08:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/opengl_bootcamp_at_the_big_nerd_ranch_october_2008/</feedburner:origLink></item>

    <item>
      <title>AMD GPU computing and rendering sessions related to OpenGL at Siggraph 2008</title>
<link>http://feeds.feedburner.com/~r/opengl/zOLP/~3/343602730/</link>
      <description>This years Siggraph 2008, will host several speaking session from AMD on GPU acceleration and rendering, relevant to the OpenGL audience. For a complete schedule please visit the Siggraph page with this link.</description>
      <dc:subject>General</dc:subject>
      <content:encoded><![CDATA[<p>This years Siggraph 2008, will host several speaking session from AMD on GPU acceleration and rendering, relevant to the OpenGL audience. For a complete schedule please visit the <a href="http://www.siggraph.org/cgi-bin/s2008/ice-search?submit=Search&amp;KEYWORDS=AMD" title="AMD OpenGL related session at Siggraph">Siggraph page with this link.</a>
</p><img src="http://feeds.feedburner.com/~r/opengl/zOLP/~4/343602730" height="1" width="1"/>]]></content:encoded>
      <dc:date>2008-07-23T14:07:00-08:00</dc:date>
    <feedburner:origLink>http://www.opengl.org/news/permalink/amd_gpu_computing_and_rendering_sessions_related_to_opengl_at_siggraph_2008/</feedburner:origLink></item>

    
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