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Tag: opengl

Delphi/Pascal OpenGL Header updated to 4.6

The Delphi/Pascal OpenGL headers have been updated to support OpenGL 4.6. The current version of this header can always be found at the github repository, the 4.6 release has also been tagged. This version adds support for all ARB extensions added to OpenGL 4.6 and brings a few cross-platform fixes (mostly for Free Pascal) along […]

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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 […]

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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 […]

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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 […]

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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.

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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 […]

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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 […]

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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) […]

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Delphi/Pascal OpenGL Header updated and on bitbucket

I just updated our Delphi / Pascal OpenGL Header to include the two missing extensions GL_ARB_sparse_texture and GL_ARB_bindless_texture introduced alongside OpenGL 4.4. And from now on you can always get the latest release from the repository over at github. Since the latest drivers for my GPU sadly won’t support OpenGL 4.4 (AMD dropped driver support […]

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Delphi / Pascal header for OpenGL 4.4

I just updated our OpenGL header translations to the latest 4.4 specs just released by Khronos. So if you’re developing cutting-edge 3D stuff with Delphi or Free Pascal you can now use the latest features available, as long as you’ve got the hardware and your vendor released new drivers (currently only NVIDIA seems to have […]

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