RenderingPipeline

from geometry to pixels

Apple

Ray-Tracing Hardware

Ray-Tracing vs. Rasterization The question which of these techniques is “better” is nearly as old as the field of computer graphics itself. As ray-tracing simulates light transport it is simple to get realistic images using this technique. This is why it is often used when realism is the top priority, e.g. in rendering movies. Rasterization […]

 

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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 debugging with KHR_debug

Debugging OpenGL has always been a bit painful. In most cases an OpenGL error will just result in the offending call being ignored (unless the problem was too little memory, in which case anything could happen). To get informed of the problem, the application had to query an error number for OpenGL to get the […]

 

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MacOS X OpenGL driver status (10.8.3)

Apples latest software patch for MacOS X 10.8 (Mountain Lion, 10.8.3) fixed some issues related to OpenGL. To recap, my currently known bugs and issues are these: Wrong values from uniform structs (bug id #10518401) – Fixed Wrong names for uniforms in uniform blocks (bug id #11335828) – Still exists (this bug was reported in april 2012) […]

 

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OpenGL conditional rendering bug on MacOS X

At least on Intel HD4000 GPUs there seems to be a bug regarding conditional rendering in OpenGL on 10.8 Mountain Lion: After the conditional rendering the condition state (ignore draw calls or execute them) is ‘stuck’ until the next draw call gets issued – this can ignore glClear calls which shouldn’t get ignored. Here’s an […]

 

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Noperspective varying interpolation bug on MacOS X

There seems to be a bug with noperspective varyings in OpenGL 3.2 contexts on MacOS X on Intel HD4000 hardware: The varying does not get interpolated and all fragments of the triangle get the same value (similar to flat interpolation). Note that in the left screen shot the image looks similar to perspective correct interpolated texture […]

 

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First hints of OpenGL 4 on MacOS X?

No Mac currently supports more than OpenGL 3.2 even tho all current Macs could support OpenGL 4.x. Apple doesn’t comment on this situation but it seems, that at least some features of newer GL versions made it into the drivers. The lastest GLSL version MacOS supports is 150, at least that’s what glGetString(GL_SHADING_LANGUAGE_VERSION) tells us. […]

 

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Is the GPU of the 13″ Retina MacBook Pro too weak?

When Apple can first out with ‘retina’ (high resolution) displays for there Macs the big 15″ notebooks were upgraded first, not the smaller 11″ – 13″ ones. At first you wonder why, as it is probably simpler to build smaller displays with high dpi. But on second thought you realise, that you need a good […]

 

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