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  1. Impressum

    1.

  2. 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.

  3. Took a bit longer than expected, but I finally got around releasing updated binaries for my open source C++ Vulkan examples.

  4. For those that want to test out my Android port of of Axel Gneiting’s vkQuake, I have released updates binaries at http://vulkan.gpuinfo.org/vkquake.php Please note that the .apk does not contain any game files, so you need to get the .pak files from the…

  5. I have released an update to the Vulkan Hardware Capability Viewer.

  6. Finally found some time to update the binaries for my open source ++ Vulkan examples.

  7. 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 intermedia…

  8. About 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.

  9. Rendering a fullscreen quad* the easy way (*) Which is actually just a huge triangle Having to render a fullscreen quad (or something that fills the whole screen) is a common task in 3D real time graphics, as many effects rely on rendering a texture over…

  10. Axel Gneiting from iD software recently ported Quake to Vulkan (based on the QuakeSpasm OpenGL port) and released the sources at github with support for windows and Linux.

  11. I have added another example to my open source C++ Vulkan examples.

  12. Based on the recently updated deferred shading example, I have added a new example to my open source C++ Vulkan samples.

  13. Over the past few weeks and months I’ve been constantly working on my Vulkan examples, enhancing existing demos, adding new ones, fixing bugs reported and merging pull requests (thx to anyone that has contributed!).

  14. Warning VK_EXT_debug_marker is deprecated and has been replaced by VK_EXT_debug_utils.

  15. I’ve been speaking about my Vulkan launch day contributions and my experiences moving from OpenGL to Vulkan at the Khronos Munich Chapter Grand Opening last friday at the AMD offices.

  16. Vulkan Examples update

    The last few weeks since the Vulkan launch (one month ago) have been pretty busy.

  17. Vulkan is here!

    Khronos finally launched Vulkan 1.0!

  18. Great news!

  19. Vulkan related works

    In case you don’t follow me on twitter or aren’t watching my github repositories, I’ve been working on Vulkan related stuff over the last few months.

  20. I have released update 0.5 for the OpenGL ES CapsViewer.

  21. Introducing gpuinfo.org

    Aside from playing around with a certain new API, I’ve also been working on the web front end OpenGL and OpenGL ES hardware database.

  22. About https://www.gpuinfo.org With now three device hardware databases for OpenGL, OpenGL ES and Vulkan, I decided to create a single landing page the will display links to those three databases along with the number of uploaded reports.

  23. As there have been lots of new information on Vulkan, Khronos’ new graphics and compute API I decided to do a little write up of the new API from a hobby 3D developer’s point of view.

  24. 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

  25. Years ago I wrote a demo showcasing different normal mapping techniques with Delphi, but never got around cleaning up the source and releasing it.

  26. WebGL, based on OpenGL ES, brings hardware accelerated OpenGL to your browser, and version 2.0 is around the corner (specs).

  27. OpenGL ES is an embedded version of OpenGL mostly used on mobile devices that offer only limited GPU capabilities compared to modern desktop GPUS.

  28. I just released version 1.0 (beta) of the OpenGL hardware capability viewer (C++ port using Qt).

  29. 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.

  30. In my last posting for 2014, I wrote a little bit about going open source with my projects.

  31. 2014 - Final posting

    As another year ends, it’s time for a small retrospect.

  32. Due to some user feedback, I’ve updated our delphi/pascal OpenGL header translation.

  33. Javascript repository

    Following Java (on Android) and C++ (on Windows), I just released my first Javascript sources over at my bitbucket repository.

  34. 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.

  35. As I’m currently prototyping a new game for Android, I was in need of a quick (and simple) way of adding some selectable text elements on top of my 3D OpenGL ES scene.

  36. Android OpenGL ES repository

    Following the C++ (OpenGL) repository, I recently added an Android OpenGL ES repositry (using Java) over here.

  37. 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.

  38. Next on my list of new OpenGL functionality are compute shaders.

  39. GL_ARB_debug_output

    I’ve just been playing around with GL_ARB_debug_output, a new extension introduced with OpenGL 4.3.

  40. 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.

  41. I finally got around uploading an almost complete new version of the OpenGL Hardware Database.

  42. 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.

  43. High on the heels of the last release (0.2), I just updated the OpenGL ES CapsViewer to version 0.3.

  44. I’ve just released an update for the OpenGL ES CapsViewer to google’s playstore.

  45. About My first ever mobile app is now available over at Google’s PlayStore!

  46. My first ever mobile app is now available over at Google’s PlayStore!

  47. A 3d game needs 3d models, so I wrote a simple .obj (wavefront) model loader, and it was surprisingly easy with java.

  48. 2014 started off pretty busy and I haven’t had that much time to work on my current (and first) android project.

  49. Another year has (almost) passed, and as with the previous years I’ll keep up the tradition of publishing a final posting before heading into 2014.

  50. It took (a bit) longer than expected, but I finally got the first preview of the online OpenGL ES Hardware Database online.