from geometry to pixels


Poll Results: Learning a new graphics API

A couple of days ago I started an online poll asking about which new graphics APIs people want to learn next and how they believe what resources should support this task. So far 130 answers were collected and I’d like to thank everyone who took some time to give me feedback. The Google Form is […]


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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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GLSL Syntax Highlighting for OpenGL 4.4

The syntax highlighting definitions for QT Creator, KDE Kate, TextWrangler and BBEdit have been updated for OpenGL 4.4 (GLSL 440).  The update includes a fix of one typo and highlight the noise functions in QT Creator as not available ( e.g. noise4(); ) as those are defined as deprecated beginning with GLSL 440 and are […]


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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 […]


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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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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 […]


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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 […]


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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. […]


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