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Category: OpenGL

SPIR-V Extension for Visual Studio ?>

SPIR-V Extension for Visual Studio

Source (C#) and download (VSIX for VS2015) can be found at https://github.com/SaschaWillems/SPIRV-VSExtension With the launch of Vulkan, SPIR-V has been introduced as it’s binary shader format, replacing text based shader formats in favor of an intermediate representation. To make life a bit easier I have just released a Visual Studio (2015) extension that adds SPIR-V related commands to the context menu of shader files (and folders containing shader files): This allows you got generate binary SPIR-V files from GLSL right out of…

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Status update ?>

Status update

Just as the last blog post is starting to collect dust (time flies by oO) : I’m still doing lots of 3D development during the late hours in my spare time, still with C++ (Visual Studio rocks 🙂 ), but most of that development is done under an NDA so that’s the main reason I haven’t been updating this blog lately. Other than that I’ve also been working on a dungeon crawler prototype using modern C++ (C++11/14) and modern OpenGL…

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glCapsViewer 1.0 beta release ?>

glCapsViewer 1.0 beta release

I just released version 1.0 (beta) of the OpenGL hardware capability viewer (C++ port using Qt). Note that it’s a beta release and my first C++ (and Qt) application released to the public. Release on gitHub: https://github.com/SaschaWillems/glCapsViewer/releases/tag/v1.0-beta Binary downloads (win32) : https://github.com/SaschaWillems/glCapsViewer/releases/download/v1.0-beta/glcapsviewer_v1_0-beta_win32.7z or http://opengl.delphigl.de/releases/glcapsviewer_v1_0-beta_win32.7z If you find any bugs, please post them in the comment section or (better) open an issue at the github repository. Right now windows only, other platforms (linux first) will follow as soon as I’ve moved the…

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New features and url for the OpenGL hardware database ?>

New features and url for the OpenGL hardware database

In preparation for the release of the next glCapsViewer version (C++), the OpenGL hardware database has been completely overhauled and also got a new url for easier access. After releasing the sources to the php front end of the database, I decided to clean up the sources for all pages, throw out old (bad) code and add in new features using external libraries like DataTables. The OpenGL hardware database was my first php based web project, so much of the…

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Going GitHub with gl(ES)CapsViewer ?>

Going GitHub with gl(ES)CapsViewer

In my last posting for 2014, I wrote a little bit about going open source with my projects. So I took the C++ rewrite of the OpenGL hardware capability viewer as a first step in releaasing more of my sources to the public. And while I found bitbucket to be fine, I decided to move over to GitHub. Most of the developers I use to interact with are there (and not on bitbucket), and I prefer their UI and functionality over…

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Small update to the Delphi/Pascal OpenGL Header ?>

Small update to the Delphi/Pascal OpenGL Header

Due to some user feedback, I’ve updated our delphi/pascal OpenGL header translation. You can get it over at the bitbucket repository, and now finally with a proper markdown readme 😉 The changes include fixed type declarations for boolean types (so you can now finally write glDepthMask(GL_FALSE)), and some fixes for exception handling on 64-bit windows platforms.

Delphi/Pascal OpenGL Header now supports OpenGL 4.5 ?>

Delphi/Pascal OpenGL Header now supports OpenGL 4.5

With OpenGL 4.5 being released (and NVidia already having drivers out in the wild) I’ve updated our Delphi/Pascal OpenGL Header translation to the latest OpenGL version. You can always grab the most recent header translation from the bitbucket repository, where you’ll also find updates aside from the major OpenGL releases. If you’re missing anything from the headers, like a vendor specific extension missing, or want to give feedback just drop me a line. I’d also be interested in feedback from developers…

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Enhanced C++ compute shader particle system ?>

Enhanced C++ compute shader particle system

I’ve just added an OpenGL C++ repository over at bitbucket, and the first C++ demo is an enhanced port of the attraction based compute shader system from my last post. Sources : https://bitbucket.org/saschawillems/opengl-c Compiled win32 binaries : https://bitbucket.org/saschawillems/opengl-c/downloads/computeShaderParticleSystem_win32_bin.zip Compared to the Delphi version, the C++ version uses point sprites (instead of smoothed GL_POINTS), has a random color fade and allows for several user inputs : Note : This demo requires at least OpenGL 4.3! r: reset particles at current cursor pos p:…

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Compute shaders for particle systems ?>

Compute shaders for particle systems

Next on my list of new OpenGL functionality are compute shaders. They’ve been introduced into the GL core with 4.3, and pretty much allow you to do GPGPU directly in OpenGL without having to resolve to other APIs like OpenCL. So my first compute shader demo implements a (simple) attraction based particle system. It generates two shader storage buffer objects (SSBOs). One for particle positions and one for particle velocities, and the compute shader then accesses these SSBOs to calculate…

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GL_ARB_debug_output ?>

GL_ARB_debug_output

I’ve just been playing around with GL_ARB_debug_output, a new extension introduced with OpenGL 4.3. This extension adds debugging capabilities to OpenGL, e.g. allowing you to have a callback fired by the OpenGL implementation that’ll inform you upon errors or even (heavily depending on the IHV) gives performance hints. I wrote a small sample (in Delphi) that demonstrates this new functionality. It creates an OpenGL 4.3 forward compatible context (no more legacy stuff) with debugging capabilites and displays debug messages from…

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