High-end quality in text rendering concerns not only the characters, but also the character spaces - and here FreeType is not quite up to date anymore: The kerning used by FreeType is not always available (especially with newer fonts).
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.
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
SpaceVIL is a cross-platform and multilingual framework for creating GUI client applications for .NET Framework, .NET Core and JVM. This article discusses the SpaceVIL framework, its capabilities and a brief story of its creation.
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.
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.
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.
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 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.
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.
The Murl Engine is a fresh and free solution for cross-platform development. It is focused on games and multimedia applications and is currently supporting Android, iOS, Windows, OS X and Linux* platforms.
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.
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.
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 article introduces the problem of resource state management and synchronization in modern graphics APIs such as Direct3D12 and Vulkan and describes a solution offered by Diligent Engine.
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.
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 tutorial presents a step-by-step guide to performance analysis, bottleneck identification, and rendering optimization of an OpenGL ES 3.0 application on Android.
This whitepaper describes how developers can integrate Intel® RealSense™ SDK background segmentation (BGS) middleware to create new immersive collaboration applications.
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
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.
An overview and C# implementation of 3d space partitioning using a BVH (bounding volume hierarchy), with dynamic updates via refitting and tree-rotations.
GLW is a simple, compact, drop-in framework for developing simple OpenGL games and demos. Its focus is ease of use, platform abstraction and small footprint.
An article detailing a project which contains StarWars-esque scrolling text. It is done completely using OpenGL and shows some advanced OpenGL topics. Also included is a framework for using OpenGL windows in your Win32 programs.
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.
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 is a small program that shows how to navigate in 3D space by using the keyboard and mouse. It uses Tao.OpenGl and Tao.freeGlut. It also shows how to draw a 3D cube.
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 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.
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.
The Murl Engine is a fresh and free solution for cross-platform development. It is focused on games and multimedia applications and is currently supporting Android, iOS, Windows, OS X and Linux* platforms.
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.
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.
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 article introduces the problem of resource state management and synchronization in modern graphics APIs such as Direct3D12 and Vulkan and describes a solution offered by Diligent Engine.