Archive for May, 2008

Why OpenGL 3.0 is Important

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Some questions have come up in regards to my last post, The Ghost of OpenGL 3.0, and one of them keeps popping out on top: Why do we need OpenGL 3.0 and What’s wrong with OpenGL 2.1? This post will attempt to take you through the pre-published materials on the OpenGL API, version 3.0 and show you the major changes and differences. Or you could simple jump to the answer and conclusion without reading the features provided by OpenGL 3.0, if you don’t feel like getting informed.
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NVIDIA PhysX SDK + more

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NVIDIA PhysXAs you might know, NVIDIA has recently purchased Ageia, makers of the PhysX real-time physics SDK. Since then, NVIDIA has taken over the development of the SDK and a new version of the SDK is now available for free in binary form from the NVIDIA website, click here to go to check it out. A special license for the source code version of the SDK can be acquired for a mere $50K.

In other NVIDIA news: two new free book releases are now available on the NVIDIA website, namely: The Cg Tutorial and GPU Gems 2 which are two incredibly useful books. NVIDIA is on a roll, and looking at the manner in which freebies are coming in lately, I’ll be the last one to stop ‘em.

OpenGL 3.0 – an update

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And we have some sort of news — dare I say finally? OpenGL 3.0 updates will be presented at the OpenGL BOF at SIGGRAPH 2008, although neither a room nor a time have been announced. Keep your eyes on this page for updates.

SIGGRAPH 2008 runs from August 11th till August 15th 2008 in Los Angeles, California; let’s keep our fingers crossed for some good news from the Khronos camp.

The Ghost of OpenGL 3.0

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The OpenGL logoOpenGL 3.0 seems to become more and more of a promise that’s bound to be broken; like a friend who promises you to give back the money you loaned him, always tomorrow.
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