Showing posts with label OpenGL. Show all posts
Showing posts with label OpenGL. Show all posts

Tuesday, August 11, 2020

ShaderToy - OpenGL GL/ES Programming




Shader Toy is one of several websites that allow you to code interactively wish GLSL ES Shaders, that run directly on the GPU in real time.

GLSL ES is very C Like but it's not C.  It's intended to run parallelized on the GPU.

https://www.shadertoy.com/browse




https://en.wikipedia.org/wiki/OpenGL_ES
OpenGL for Embedded Systems (OpenGL ES or GLES) is a subset[2] of the OpenGL computer graphics rendering application programming interface (API) for rendering 2D and 3D computer graphics such as those used by video games, typically hardware-accelerated using a graphics processing unit (GPU). It is designed for embedded systems like smartphonestablet computersvideo game consoles and PDAs. OpenGL ES is the "most widely deployed 3D graphics API in history".[3]

 Almost all rendering features of the transform and lighting stage, such as the specification of materials and light parameters formerly specified by the fixed-function API, are replaced by shaders written by the graphics programmer.



https://shadertoyunofficial.wordpress.com/



The principles of painting with maths  https://www.youtube.com/watch?v=0ifChJ0nJfM



Monday, August 08, 2011

Khronos Releases OpenGL 4.2 Specification

From Slashdot:

jrepin tips news that the Khronos Group has announced the release of the OpenGL 4.2 specification.
 
Some of the new functionality includes: "Enabling shaders with atomic counters and load/store/atomic read-modify-write operations to a single level of a texture (These capabilities can be combined, for example, to maintain a counter at each pixel in a buffer object for single-rendering-pass order-independent transparency); Capturing GPU-tessellated geometry and drawing multiple instances of the result of a transform feedback to enable complex objects to be efficiently repositioned and replicated; Modifying an arbitrary subset of a compressed texture, without having to re-download the whole texture to the GPU for significant performance improvements; Packing multiple 8 and 16 bit values into a single 32-bit value for efficient shader processing with significantly reduced memory storage and bandwidth, especially useful when transferring data between shader stages."

Monday, June 06, 2011

Low cost computer

Raspberry Pi Foundation

The first product is about the size of a USB key, and is designed to plug into a TV or be combined with a touch screen for a low cost tablet. The expected price is $25 for a fully-configured system.

Provisional specification

  • 700MHz ARM11
  • 256MB of SDRAM
  • OpenGL ES 2.0
  • 1080p30 H.264 high-profile decode
  • Composite and HDMI video output
  • USB 2.0
  • SD/MMC/SDIO memory card slot
  • General-purpose I/O
  • Open software (Ubuntu, Iceweasel, KOffice, Python)