Shows how to use OpenGL in a .NET WPF application by directly incorporating an OpenGL window as a child of the main WPF window, making it behave more like a control
Creation of a basic X3DOM editor based on OpenGL with as little code as possible, that is running on ReactOS and Windows, to check out the capabilities of X3DOM.
This article explains how to generate resolution independent versions of 3D meshes rendered by OpenGL/MFC programs, i.e. how to export the rendering results to vectorial formats such as encapsulated postscript (EPS) and Windows enhanced metafile (EMF) formats. The main goal consists of being able to
As a follow-up to Adaptive Volumetric Shadow Maps for DirectX 11, we present a port of the same algorithm adapted for Android devices that support OpenGL ES 3.1 and the GL_INTEL_fragment_shader_ordering OpenGL extension.
In this article, we’ll explore the strides Adobe engineers have made over the last few years to enhance Photoshop using OpenGL* and OpenCL™ to increase hardware utilization.
A tutorial for writing applications using Vulkan. I will share my thoughts and experiences as someone who knows OpenGL and would like to “migrate” to its successor.
With the advent of WebGL and asm.js, developers can now harness much of the power of their computing device from within the browser and access markets previously unavailable.
The current generation of Intel® graphics hardware extends Intel’s leadership in enabling innovation across the industry, including being fully ready for DirectX 12 and driving the adoption of advanced features by next-generation games.
This article describes several strategies to update GPU resources in Diligent Engine (a modern low-level graphic library) as well as important internal details and performance implications related to each method.
This first installment introduces essential concepts and categories of game engines and middleware to help narrow your choice, including SDK versus Android Native Development Kit (NDK) development.
An overview and C# implementation of 3d space partitioning using a BVH (bounding volume hierarchy), with dynamic updates via refitting and tree-rotations.
This sample demonstrates the use of the extension GL_INTEL_fragment_shader_ordering, which is written against the OpenGL* 4.4 core profile and GLES 3.1 specifications.
My way to have a first sample program running with "Texus' Graphical User Interface" (TGUI) - a cross-platform modern C++ immediate GUI, on which I use "Simple and Fast Multimedia Library" (SFML) as backend.
This article focuses on creating your own web project which takes advantage of Emscripten, so that you can take C / C++ code and get it running inside of the browser.
Introduction to amplification and mesh shaders, the new programmable stages available in modern GPUs, and how to use them to implement view frustum culling and object LOD selection on the GPU using the Diligent Engine API
This article describes in detail how to set up an OpenGL window with controls laid out and organized into GLUI subwindow(s), and provides you with a template for your OpenGL applications.
This article describes in detail how to create your first GLUI window with some basic controls inside it, and provides you with a template for your OpenGL applications.
This article describes in detail how to set up your first OpenGL FreeGLUT window with multiple subwindows, and provides you with a template for your OpenGL applications.