RenderingPipeline

from geometry to pixels

Graphics APIs

Vulkan links

Here is a small collection of links to more information and opinions about the new Vulkan graphics API. Vulkan talks and documents Vulkan frontpage at Khronos Vulkan overview by Khronos Valves Vulkan talk at GDC 2015 (“glNext: The Future of High Performance Graphics”): Slides, Video on GDC Vault (free access) Khronos Vulkan talk at GDC […]

 

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Some thoughts about the Vulkan API (glNext) and the future of OpenGL

Today the Khronos group announced officially the name of the new cross-plattform 2D/3D and compute API which will be (kind of) the successor of OpenGL. So far it was named “Next Generation OpenGL Initiative” or shorter: “glNext”, the official name will now be Vulkan (btw. the german name for Vulcano). I read at some places, […]

 

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What’s the big deal with Apples Metal API?

During the WWDC 2014 keynote Apple surprised us all by announcing a new 3D graphics API: called Metal (try to google that…). But this one is not a new high level API on top of OpenGL ES (like SceneKit) but a new low level rendering and compute API which can replace OpenGL ES in games. […]

 

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(Simulating) KHR_debug on MacOS X

KHR_debug makes finding errors in OpenGL applications much simpler than the old glGetError method. Sadly, Apple does not yet support KHR_debug (or any other debug extension) natively in OS X 10.8 and it doesn’t look too well for 10.9 either. On most other systems the latest drivers will provide KHR_debug either as an extension or […]

 

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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 […]

 

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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. […]

 

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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 […]

 

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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 […]

 

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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 […]

 

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