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Category: Default

OpenGL ES hardware database overhaul

I finally found some time to overhaul the OpenGL ES hardware database. I admittedly neglected my OpenGL databases in recent years (mainly due to Vulkan ® and a severe lack of spare time), and especially the OpenGL ES one was in dire need of an overhaul and a cleanup. So I spent a few days fixing […]

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How to shrink down a git(hub) repository

Starting point With my Vulkan C++ example github repository approaching 200 MB in size I decided it was about time to shrink it down to a reasonable size again. Shrinking a git(hub) repository isn’t just about deleting locally present files but requires cleaning up the history as files that have been removed are still present […]

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The Vulkan Device Simulation Layer

LunarG recently made the new Vulkan Device Simulation layer public. This is a Vulkan instance level layer that injects physical device properties, limits and features based on a json input file, simulating different features than the actual Vulkan device you are running on. The idea behind this is to help developers check if their Vulkan […]

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Visual Studio 2017 support for SPIR-V Extension

I have released an updated version of the SPIR-V Extension for Visual Studio with support for VS 2017, VS 2015 is also still supported. The extension adds context menu entries to glsl shader files for compiling them to SPIR-V (Vulkan and OpenGL). You can find details about it in this article.

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Updated Vulkan deferred shading example video

Over the past few weeks and months I’ve been constantly working on my Vulkan examples, enhancing existing demos, adding new ones, fixing bugs reported and merging pull requests (thx to anyone that has contributed!). I even found some time to work on a Vulkn deferred shading playground using Crytek’s famous Sponza model. You can find […]

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Vulkan is here!

Khronos finally launched Vulkan 1.0! After 18 months of hard works and a huge industry-wide collaboration, this is a huge success. And this is not only an API-launch, but a hard launch with drivers for Vulkan from NVidia, AMD, Intel, etc. on mulitple platforms. My launch contributions Some time ago I was invited to be […]

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Introducing gpuinfo.org

Aside from playing around with a certain new API, I’ve also been working on the web front end OpenGL and OpenGL ES hardware database. Though I redid the visual side of both some time ago they differed too much for my taste and especially the OpenGL ES database was lacking lots compared to the OpenGL […]

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Parallax offset mapping with WebGL

Years ago I wrote a demo showcasing different normal mapping techniques with Delphi, but never got around cleaning up the source and releasing it. While working on my WebGL dungeon crawler prototype I dug out the old code, cleaned it up and ported it over to WebGL, so you don’t need a compiler to see […]

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Geometry instancing with WebGL 2

WebGL, based on OpenGL ES, brings hardware accelerated OpenGL to your browser, and version 2.0 is around the corner (specs). I’ve been playing around with WebGL (via JavaScript) for some time now (see my GitHub WebGL repo) and recently Google’s chrome (canary) got WebGL 2 support. WebGL 2.0 adds some interesting new features, with geometry […]

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New article on using OpenGL ES on desktop via EGL

I just released a small article and “how-to” on using OpenGL ES on AMD/ATI desktop GPUs via EGL that shows the steps necessary to get the embedded version of OpenGL up and running on your Windows system : Using OpenGL ES on Windows desktops via EGL

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