OpenGL Roundup, Fall Edition

There’s been a lot of changes in the graphics programming community, with Google’s latest version of Android now supporting OpenGL ES 3.1, which brings support for compute shaders, as well as an Android-specific extension pack which adds support for additional features. Apple has chosen to go the proprietary route by remaining with OpenGL ES 3.0 for now and by introducing Metal, a new API which promises to increase performance and reduce driver overhead.

Here are some more links for your fall reading:

Tri-morph – A first game by a reader of Learn OpenGL ES.

Cubist artwork with the help of a GPU

A pretty huge debate about OpenGL has erupted in the dev community involving devs from Valve, Epic, Firaxis, and AMD

Google I/0 2014

A Closer Look at Android RunTime (ART) in Android L

Secrets of Swift’s Speed

Musings On A Year Of Living C++

Rust by Example

Enjoy the fall colours! 🙂

OpenGL Roundup, September 12, 2013

As some of you may already know, Apple recently announced the iPhone 5s & 5c at their annual iPhone event, and one of the new updates is that the iPhone 5s will also be coming with support for OpenGL ES 3.0! Google announced support for OpenGL ES 3.0 with their release of Android 4.3 not too long ago, so the new version is slowly making its way onto mobile devices.

OpenGL ES 3.0 is backwards-compatible with OpenGL ES 2.0, so everything you learned about OpenGL ES 2.0 still applies. This post from Phoronix goes into more detail about what the new version brings: A Look At OpenGL ES 3.0: Lots Of Good Stuff.

On to the roundup:

Ghoshehsoft’s Blog – A look at many topics related to OpenGL ES 2.0 on Android.

Project Anarchy – “Project Anarchy is a complete end to end game engine and state-of-the-art toolset for mobile. Project Anarchy also comprises a vibrant game development community centered right here at Project Anarchy includes an entirely free license to ship your game on iOS, Android and Tizen platforms.”

emscripten and PNaCl: Build Systems

What Does gpus_ReturnGuiltyForHardwareRestart Mean?

Theoretical Engineering: Occlusion Culling for BrickSmith

Android 4.3 Jelly Bean Introduces Support for OpenGL ES 3.0

From the Android Developers Website:

OpenGL ES 3.0 for High-Performance Graphics

Android 4.3 introduces platform support for Khronos OpenGL ES 3.0, providing games and other apps with highest-performance 2D and 3D graphics capabilities on supported devices. You can take advantage of OpenGL ES 3.0 and related EGL extensions using either framework APIs or native API bindings through the Android Native Development Kit (NDK).

Key new functionality provided in OpenGL ES 3.0 includes acceleration of advanced visual effects, high quality ETC2/EAC texture compression as a standard feature, a new version of the GLSL ES shading language with integer and 32-bit floating point support, advanced texture rendering, and standardized texture size and render-buffer formats.

You can use the OpenGL ES 3.0 APIs to create highly complex, highly efficient graphics that run across a range of compatible Android devices, and you can support a single, standard texture-compression format across those devices.

OpenGL ES 3.0 is an optional feature that depends on underlying graphics hardware. Support is already available on Nexus 7 (2013), Nexus 4, and Nexus 10 devices.