Graphics APIs
OpenGL Programmable Blending – APPLE_shader_framebuffer_fetch
Large parts of the rendering pipeline are user programmable through shaders nowadays. One of the remaining fixed-functions is fragment blending: The new fragments (shaded by the fragment shader) don’t neccessarily have to overwrite the corresponding framebuffer entry, we can set different blending operations. The set of possible operations however is fixed. There have been requests [...]
OpenGL ES 3.0 this summer?
( Update 8/6/12: OpenGL ES 3.0 has arrived ) Without a doubt the Khronos Group has some interesting things in the pipeline. OpenGL ES is long overdue for an update and there are many speculations going on about OpenGL ES 3.0 codename ‘Halti’. But till now no-one outside of Khronos has any information with a valid source. [...]
Learning OpenGL
Back in the days when I started with OpenGL the question where to start was often answered in the same way: Get a copy of the Redbook and/or look at the NeHe Tutorials. Since then OpenGL has moved on but these ressources not so much. The Redbook covers also more modern OpenGL but still starts [...]
OpenGL ES 3.0
( Update 8/6/12: OpenGL ES 3.0 has arrived ) It’s about time to update the old OpenGL ES 2.0 specs that were first made public 2007. In the five years since then, much has happened: The ‘bigger brother’ OpenGL got a bit more modern API and three new shader stages. Mobile GPUs are now much more advanced and [...]
Shader Model and GLSL versions
When reading articles about graphics programming you come alone the term ‘Shader Model’ and version numbers for GLSL, OpenGL and Direct3D (depending on the API used in the article). While the described algorithms (nearly always) can be implemented in the ‘other’ API as well the different versioning schemes can be confusing – what OpenGL version [...]