OpenGL ES
GLSL Syntax Highlighting for QTCreator (and Kate)
The syntax highlighter in QTCreator for GLSL shaders is currently far from ideal: It’s basically stuck at OpenGL 2.1. If you write shaders for OpenGL 3 (and later) or OpenGL ES 3, you will see a lot of red marks indicating errors in your code simply because QTCreator doesn’t know the latest keywords. On the [...]
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 [...]
Which GPUs support OpenGL ES 3.0?
With OpenGL ES 3 (codename Halti) was just released, the question arrises who will be the first to provide hardware support in there mobile GPUs. In fact, there are already some chips in the pipeline that support all the features necessary so we could see full ES3 support soon: PowerVR Series5 SGX545 from ImgTec, announced [...]
OpenGL 4.3 released
In addition to OpenGL ES 3.0 Khronos also released OpenGL 4.3 today. The latest incarnation of the desktop variant of this rendering API comes with some surprises. OpenGL 4.1 added ES 2 compatibility, so from 2010 onwards GL was a superset of the embedded version. While ES 3 is based on GL 3.3 (without geometry [...]
OpenGL ES 3.0 – Halti has arrived
Khronos just released the specs for OpenGL ES 3.0 during Siggraph earlier today. Rumors were going on for some time and Khronos announced that they will release something. Back in May I wrote “The best thing we can hope for is a clean rewrite of the specification text and OpenGL ES 3.0 – ideally in the same [...]
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 [...]