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    <title>opengl on Sascha Willems</title>
    <link>https://www.saschawillems.de/tags/opengl/</link>
    <description>Recent content in opengl on Sascha Willems</description>
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    <item>
      <title>GPU hardware databases hit 50,000 reports</title>
      <link>https://www.saschawillems.de/blog/2024/03/09/gpu-hardware-databases-hit-50000-reports/</link>
      <pubDate>Sat, 09 Mar 2024 07:30:00 +0100</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2024/03/09/gpu-hardware-databases-hit-50000-reports/</guid>
      <description>50,000 reports (and counting) When I started the OpenGL online hardware database in 2011 along with a client application written in Delphi (which is pretty niche nowadays), it was meant as a replacement for a defunct database of OpenGL devices made by someone else. 13 years later my community driven GPU databases now also support OpenGL ES, OpenCL and Vulkan. Judging by the numbers and the feedback I get, the databases are widely used by developers that work the open APIs from Khronos.</description>
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    <item>
      <title>Automatic dark theme toggle for all GPU databases</title>
      <link>https://www.saschawillems.de/blog/2023/07/22/automatic-dark-theme-toggle-for-all-gpu-databases/</link>
      <pubDate>Sat, 22 Jul 2023 07:30:00 +0100</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2023/07/22/automatic-dark-theme-toggle-for-all-gpu-databases/</guid>
      <description>Dark mode theme A few months ago I added a dark/light theme toggle to the launchpad and all databases (Vulkan, OpenGL, OpenGL ES and OpenCL). After getting mostly positive feedback I decided to replace this manual toggle with an automatic toggle that selects the dark or light theme based on your operating system. So if you&amp;rsquo;re running your Windows with a dark theme, the databases will now automatically switch to a dark mode too.</description>
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    <item>
      <title>Reworked compare functionality for all GPU databases</title>
      <link>https://www.saschawillems.de/blog/2022/11/26/reworked-compare-functionality-for-all-gpu-databases/</link>
      <pubDate>Sat, 26 Nov 2022 12:00:00 +0100</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2022/11/26/reworked-compare-functionality-for-all-gpu-databases/</guid>
      <description>Comparing devices - Current state A core feature of all my GPU databases (Vulkan, OpenCL, OpenGL and OpenGL ES) is the possibility to compare reports. This lets you quickly see how the implementations differ, e.g. regarding extension support or api limits.
For this you check the reports (or devices) to compare from the currently visible list:
And after pressing &amp;ldquo;compare&amp;rdquo; you&amp;rsquo;ll get a side-by-side comparison of the selected reports:
But the current implementation has an annoying limitation that has been bothering users (and me) for years now: You can only ever select reports (to compare) from the currently visible list of reports.</description>
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    <item>
      <title>OpenGL Hardware Capability Viewer 1.2 released</title>
      <link>https://www.saschawillems.de/blog/2019/05/26/opengl-hardware-capability-viewer-1.2-released/</link>
      <pubDate>Sun, 26 May 2019 09:47:25 +0200</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2019/05/26/opengl-hardware-capability-viewer-1.2-released/</guid>
      <description>Version 1.2 of the OpenGL Hardware Capability Viewer is now available for all Windows and Linux.
This version adds support for reading the list of supported SPIR-V extensions. These will be displayed on a new tab, and will also be uploaded to the database so you can view and compare them across multiple devices.
Note that this only works with devices suppoting GL_ARB_spirv_extensions, and that even with that extension present implementations are free to report an empty list of no SPIR-V extension is supported.</description>
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    <item>
      <title>Turing shader extensions and Visual Studio 2019 support for SPIR-V Extension</title>
      <link>https://www.saschawillems.de/blog/2019/04/20/turing-shader-extensions-and-visual-studio-2019-support-for-spir-v-extension/</link>
      <pubDate>Sat, 20 Apr 2019 09:55:22 +0200</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2019/04/20/turing-shader-extensions-and-visual-studio-2019-support-for-spir-v-extension/</guid>
      <description>I have released an updated version of the SPIR-V Extension to the Visual Studio Marketplate.
If you already have this installed in Visual Studio, you can update it from the extension window.
Version 0.6 adds support for Visual Studio 19 and nvidia&amp;rsquo;s new turing shader extension, allowing you to generate SPIR-V from the IDE for ray tracing (generation, hit, miss, etc.), mesh and task shaders.
Supported shader extensions:
.vert (Vertex shader) .</description>
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    <item>
      <title>OpenGL hardware database overhaul</title>
      <link>https://www.saschawillems.de/blog/2018/05/21/opengl-hardware-database-overhaul/</link>
      <pubDate>Mon, 21 May 2018 18:12:26 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2018/05/21/opengl-hardware-database-overhaul/</guid>
      <description>After reworking the OpenGL ES hardware database some time ago (which was in dire need of an update to be usable again) I have also released a substantial update to the OpenGL hardware database.
Server-side processing Biggest change is the use of server-side processing (as with the Vulkan and OpenGL ES databases), so gone are the days where each request to the report listing page would fetch all reports at once, and had the client do the heavy lifting, resulting in a long delay before any filtering or sorting could be done.</description>
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    <item>
      <title>Delphi/Pascal OpenGL Header updated to 4.6</title>
      <link>https://www.saschawillems.de/blog/2017/08/27/delphi/pascal-opengl-header-updated-to-4.6/</link>
      <pubDate>Sun, 27 Aug 2017 09:46:43 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2017/08/27/delphi/pascal-opengl-header-updated-to-4.6/</guid>
      <description>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 with a few fixes and added constants for a few extensions that have been missing.</description>
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    <item>
      <title>Visual Studio 2017 support for SPIR-V Extension</title>
      <link>https://www.saschawillems.de/blog/2017/03/30/visual-studio-2017-support-for-spir-v-extension/</link>
      <pubDate>Thu, 30 Mar 2017 14:11:45 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2017/03/30/visual-studio-2017-support-for-spir-v-extension/</guid>
      <description>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 over here.</description>
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    <item>
      <title>SPIR-V Extension for Visual Studio</title>
      <link>https://www.saschawillems.de/blog/2016/08/30/spir-v-extension-for-visual-studio/</link>
      <pubDate>Tue, 30 Aug 2016 17:43:19 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2016/08/30/spir-v-extension-for-visual-studio/</guid>
      <description>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&amp;rsquo;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):</description>
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    <item>
      <title>Introducing gpuinfo.org</title>
      <link>https://www.saschawillems.de/blog/2015/10/11/introducing-gpuinfo.org/</link>
      <pubDate>Sun, 11 Oct 2015 10:17:29 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2015/10/11/introducing-gpuinfo.org/</guid>
      <description>Aside from playing around with a certain new API, I&amp;rsquo;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 one. No live search, bad visuals (especially for the reports), lacking compare features and much more.</description>
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    <item>
      <title>glCapsViewer 1.0 beta release</title>
      <link>https://www.saschawillems.de/blog/2015/02/05/glcapsviewer-1.0-beta-release/</link>
      <pubDate>Thu, 05 Feb 2015 21:48:12 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2015/02/05/glcapsviewer-1.0-beta-release/</guid>
      <description>I just released version 1.0 (beta) of the OpenGL hardware capability viewer (C++ port using Qt). Note that it&amp;rsquo;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&amp;rsquo;ve moved the project to CMake.</description>
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    <item>
      <title>New features and url for the OpenGL hardware database</title>
      <link>https://www.saschawillems.de/blog/2015/01/11/new-features-and-url-for-the-opengl-hardware-database/</link>
      <pubDate>Sun, 11 Jan 2015 11:39:39 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2015/01/11/new-features-and-url-for-the-opengl-hardware-database/</guid>
      <description>In preparation for the release of the next glCapsViewerversion (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 code wasn&amp;rsquo;t very pretty, and almost all search and filter functions were hard coded and not available everywhere and for all table columns.</description>
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    <item>
      <title>Going GitHub with gl(ES)CapsViewer</title>
      <link>https://www.saschawillems.de/blog/2015/01/04/going-github-with-glescapsviewer/</link>
      <pubDate>Sun, 04 Jan 2015 15:31:58 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2015/01/04/going-github-with-glescapsviewer/</guid>
      <description>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 bitbucket (plus they seem to be super active with adding new stuff).</description>
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    <item>
      <title>2014 - Final posting</title>
      <link>https://www.saschawillems.de/blog/2014/12/21/2014-final-posting/</link>
      <pubDate>Sun, 21 Dec 2014 12:48:22 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2014/12/21/2014-final-posting/</guid>
      <description>As another year ends, it&amp;rsquo;s time for a small retrospect. Next year marks the 10th anniversary of my personal blog, so I&amp;rsquo;ve been posting about my programming adventures for over a decade now (the first version of www.delphigl.de went online 2003 afair) and I&amp;rsquo;m still having lots of fun hacking code into different IDEs with different languages, though focus is shifting from time to time. And that&amp;rsquo;s actually what makes coding so much fun, it&amp;rsquo;s a constant learning progress that forces you to constantly sharpen your coding skills, learn new languages, adopt to new technologies etc.</description>
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    <item>
      <title>Small update to the Delphi/Pascal OpenGL Header</title>
      <link>https://www.saschawillems.de/blog/2014/12/06/small-update-to-the-delphi/pascal-opengl-header/</link>
      <pubDate>Sat, 06 Dec 2014 11:09:22 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2014/12/06/small-update-to-the-delphi/pascal-opengl-header/</guid>
      <description>Due to some user feedback, I&amp;rsquo;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.</description>
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    <item>
      <title>Delphi/Pascal OpenGL Header now supports OpenGL 4.5</title>
      <link>https://www.saschawillems.de/blog/2014/08/26/delphi/pascal-opengl-header-now-supports-opengl-4.5/</link>
      <pubDate>Tue, 26 Aug 2014 19:14:03 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2014/08/26/delphi/pascal-opengl-header-now-supports-opengl-4.5/</guid>
      <description>With OpenGL 4.5 being released (and NVidia already having drivers out in the wild) I&amp;rsquo;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&amp;rsquo;ll also find updates aside from the major OpenGL releases.
If you&amp;rsquo;re missing anything from the headers, like a vendor specific extension missing, or want to give feedback just drop me a line.</description>
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    <item>
      <title>Enhanced C&#43;&#43; compute shader particle system</title>
      <link>https://www.saschawillems.de/blog/2014/06/19/enhanced-c-compute-shader-particle-system/</link>
      <pubDate>Thu, 19 Jun 2014 10:00:29 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2014/06/19/enhanced-c-compute-shader-particle-system/</guid>
      <description>I&amp;rsquo;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.</description>
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    <item>
      <title>Compute shaders for particle systems</title>
      <link>https://www.saschawillems.de/blog/2014/06/07/compute-shaders-for-particle-systems/</link>
      <pubDate>Sat, 07 Jun 2014 15:19:33 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2014/06/07/compute-shaders-for-particle-systems/</guid>
      <description>Next on my list of new OpenGL functionality are compute shaders. They&amp;rsquo;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 particle velocities depending on an attraction point (in this demo it&amp;rsquo;s the mouse cursor) and accordingly updates the particle positions.</description>
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    <item>
      <title>GL_ARB_debug_output</title>
      <link>https://www.saschawillems.de/blog/2014/06/02/gl_arb_debug_output/</link>
      <pubDate>Mon, 02 Jun 2014 19:25:11 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2014/06/02/gl_arb_debug_output/</guid>
      <description>I&amp;rsquo;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&amp;rsquo;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 your OpenGL driver.</description>
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    <item>
      <title>Delphi/Pascal OpenGL Header updated and on bitbucket</title>
      <link>https://www.saschawillems.de/blog/2014/05/09/delphi/pascal-opengl-header-updated-and-on-bitbucket/</link>
      <pubDate>Fri, 09 May 2014 18:47:54 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2014/05/09/delphi/pascal-opengl-header-updated-and-on-bitbucket/</guid>
      <description>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&amp;rsquo;t support OpenGL 4.4 (AMD dropped driver support for Vista, so maybe it&amp;rsquo;s finally time to upgrade) I haven&amp;rsquo;t been able to test the two new extensions.</description>
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    <item>
      <title>OpenGL hardware database updated</title>
      <link>https://www.saschawillems.de/blog/2014/04/28/opengl-hardware-database-updated/</link>
      <pubDate>Mon, 28 Apr 2014 17:09:09 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2014/04/28/opengl-hardware-database-updated/</guid>
      <description>I finally got around uploading an almost complete new version of the OpenGL Hardware Database. Besides the new visuals, to bring it in line with the design of the OpenGL ES Hardware Database, it offers new functionalty like search boxes on almost every page, new listings like max. supported OpenGL version per device and much more.
Another fine change allows you to call certain pages with parameters, so now you can create and share links for e.</description>
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      <title>A note about NVIDIA drivers (on windows) an glCapsViewer</title>
      <link>https://www.saschawillems.de/blog/2014/04/06/a-note-about-nvidia-drivers-on-windows-an-glcapsviewer/</link>
      <pubDate>Sun, 06 Apr 2014 09:24:51 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2014/04/06/a-note-about-nvidia-drivers-on-windows-an-glcapsviewer/</guid>
      <description>Thanks to Christophe Riccio, it came to my attention that most NVIDIA driver reports on windows are discarded when trying to upload them to my OpenGL hardware database.
The cause for that is pretty simple : Contrary to the other vendors, NVIDIA does not include their (or any, e.g. OpenGL ICD) driver version inside the GL_VERSION string on windows (at least not on Windows Vista and up, on XP this still seems to be the case).</description>
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      <title>Delphi / Pascal header for OpenGL 4.4</title>
      <link>https://www.saschawillems.de/blog/2013/07/28/delphi-/-pascal-header-for-opengl-4.4/</link>
      <pubDate>Sun, 28 Jul 2013 18:57:06 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2013/07/28/delphi-/-pascal-header-for-opengl-4.4/</guid>
      <description>I just updated our OpenGL header translations to the latest 4.4 specs just released by Khronos. So if you&amp;rsquo;re developing cutting-edge 3D stuff with Delphi or Free Pascal you can now use the latest features available, as long as you&amp;rsquo;ve got the hardware and your vendor released new drivers (currently only NVIDIA seems to have GL 4.4 drivers out there). This header also fixes some minor bugs that have been reported by some of our community headers.</description>
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    <item>
      <title>Delphi / Pascal header for OpenGL 4.3</title>
      <link>https://www.saschawillems.de/blog/2012/08/08/delphi-/-pascal-header-for-opengl-4.3/</link>
      <pubDate>Wed, 08 Aug 2012 17:02:45 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2012/08/08/delphi-/-pascal-header-for-opengl-4.3/</guid>
      <description>Just a quick heads-up to let you know that I&amp;rsquo;ve updated our &amp;ldquo;official&amp;rdquo; OpenGL-Headers for Delphi / Free Pascal to the recently release version of OpenGL 4.3. So if you&amp;rsquo;re developing cutting-edge 3D stuff with Delphi or Free Pascal you can now use the latest features available, as long as you&amp;rsquo;ve got the hardware and your vendor released new drivers (I can&amp;rsquo;t wait for the first OpenGL 4.3 report to be uploaded to the glCapsViewer database Update : Thanks to end, who has uploaded the first OpenGL 4.</description>
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    <item>
      <title>glCapsViewer 0.7 released - Proxy support added</title>
      <link>https://www.saschawillems.de/blog/2012/03/02/glcapsviewer-0.7-released-proxy-support-added/</link>
      <pubDate>Fri, 02 Mar 2012 17:59:05 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2012/03/02/glcapsviewer-0.7-released-proxy-support-added/</guid>
      <description>Some of you using glCapsViewer to upload reports for the OpenGL hardware database weren&amp;rsquo;t actually able to do so, especially those that wanted to upload reports from work or other places that needed special proxy settings to connect online. So after several requests I&amp;rsquo;ve added a new proxy settings window to the glCapsViewer that should allow those folks behind a proxy to also upload their reports.
Note that I only updated the windows and linux versions, as an external person has to compile the Mac OS X release (thanks to Apple for not allowing me to compile for their OS from e.</description>
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    <item>
      <title>glCapsViewer new database features</title>
      <link>https://www.saschawillems.de/blog/2012/02/23/glcapsviewer-new-database-features/</link>
      <pubDate>Thu, 23 Feb 2012 11:17:38 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2012/02/23/glcapsviewer-new-database-features/</guid>
      <description>In addition to a new logo for glCapsViewer, I also worked on the database itself. Aside from fixing a problem with extension counts on the statistics page, making visual and practical changes to e.g. the report pages, I also added some features to the PHP-backed database :
Supporting percentage for extensions on the statistics page A new column showing the percentage of reports supporting the given extension was added. So you can now quickly look up how common an extension is amongst the reports in the database.</description>
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    <item>
      <title>glCapsViewer - Mac OS X version</title>
      <link>https://www.saschawillems.de/blog/2011/09/05/glcapsviewer-mac-os-x-version/</link>
      <pubDate>Mon, 05 Sep 2011 10:25:13 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2011/09/05/glcapsviewer-mac-os-x-version/</guid>
      <description>Thanks to the kind help of damadmax (a user from the delphigl.com forums) I can now also offer a Mac OS X version of glCapsViewer, so all you mac users out there can now start submitting your reports. With Mac OS X now also available the most common operating systems are covered, so hopefully the OpenGL capability database will grow into a valuable source for all OpenGL developers out there.</description>
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    <item>
      <title>glCapsViewer 0.5 &#43; SQL database</title>
      <link>https://www.saschawillems.de/blog/2011/08/15/glcapsviewer-0.5--sql-database/</link>
      <pubDate>Mon, 15 Aug 2011 16:52:06 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2011/08/15/glcapsviewer-0.5--sql-database/</guid>
      <description>I&amp;rsquo;ve just released version 0.5 of glCapsViewer, and though the tool itself doesn&amp;rsquo;t seem that much different from 0.4, the real difference is in what&amp;rsquo;s behind it. Cause I&amp;rsquo;ve dropped the simple PHP listing (and searching) of uploaded XML files in favour of a real SQL database. This is not only much faster but allows for a lot of new features, and one these first new features (and propably one of the most important) is the possibility to compare (up to eight) reports in a single page.</description>
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    <item>
      <title>glCapsViewer - OpenGL capability viewer &#43; online database</title>
      <link>https://www.saschawillems.de/blog/2011/08/07/glcapsviewer-opengl-capability-viewer--online-database/</link>
      <pubDate>Sun, 07 Aug 2011 15:42:58 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2011/08/07/glcapsviewer-opengl-capability-viewer--online-database/</guid>
      <description>If you&amp;rsquo;re creating OpenGL apps (no matter if games, apps or demos) that you want to distribute, you often get error reports from user with the oddest things happening on their systems. Recently I distributed a benchmark for &amp;ldquo;Phase 2&amp;rdquo; to some people and after hours of trying to get it working for everybody I noticed that some of the testers had graphics cards that supported shaders (vertex and fragment) but no framebuffer objects, a pretty odd combination.</description>
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    <item>
      <title>Cel Shading</title>
      <link>https://www.saschawillems.de/blog/2005/10/03/cel-shading/</link>
      <pubDate>Mon, 03 Oct 2005 20:01:00 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2005/10/03/cel-shading/</guid>
      <description>Some time back I already did two demos on cel-shading, which is an easy to implement technique to give a whole scene a comic-like look. It&amp;rsquo;s especially good-looking on scenes that aren&amp;rsquo;t too complex and incoroprate mainly basic primitives. So I decided to put this render mode into the NewtonPlayGround : As you can see when comparing the two shots (Well, in case you didn&amp;rsquo;t realize it : the left one has cel-shading on, the right one not) cel-shading really gives that scene some unique and interesting touch.</description>
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