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NVIDIA GameWorks OpenGL Samples Release Notes
Release 2.1 (March 2015):
- New Sample: NVPR Cursive Text Sample shows how to use NV_path_rendering to animate the dash pattern of a stroked path, as a way to simulate live cursive writing.
- New Sample: NVPR Shaped Text Sample shows sophisticated text layout using the open source HarfBuzz text shaping engine library to position glyphs for strings of Unicode text.
- New Sample: NVPR Text Wheel Sample shows using the NV_path_rendering OpenGL extension to draw text arranged like spokes in a wheel, with a slight 3D projection applied to the rendering.
- New Sample: NVPR Tiger 3D Sample shows how NV_path_rendering content and conventional 3D graphics can be mixed in the same 3D scene.
- New Sample: NVPR Tiger Warp Sample shows how to draw the so-called 'PostScript Tiger' artwork, consisting of 240 paths specified as cubic Bezier curves and line segments.
- Replaced Sample:NVPR Basic Path Rendering Sample replaces Path Rendering Sample.
Release 2.0 (Sept 2014):
Release 2.0 is a Major release, focusing on GeForce Maxwell-level GPU features.
- Layout Change: The samples are now grouped by common feature set. Currently, this means that the samples are grouped by GPU level and API.
- New Sample: BlendedAA shows how to use Target-independent Rendering (TIR) to lower the memory requirements for antialising.
- New Sample: Cascaded Shadow Mapping shows how to use Viewport Multicasting and Fast Geometry Shaders to optimize the performance of Cascaded Shadow Mapping.
- New Sample: Conservative Rasterization Sample demonstrates the basics of hardware-based Conservative Rasterization, a method of ensuring that every pixel touched by geometry is shaded, independent of sample coverage.
- New Sample: Normal Blended Decal Sample demonstrates the use of Pixel Shader Interlock (PSI) to implement fast, safe custom blending.
- New Sample: Weighted Blended OIT Sample demonstrates fast Order-Independent Transparency (OIT) via the methods based on a modified blending equation.
- New API: The app framework now supports three redraw modes: Unbounded (the previous method), VSYNC (apps are given draw calls on each VSYNC or compositor redraw; optional) and on-demand (only when the app requests).
- New API: Wrappers are now provided to make it easier for apps to compile against OpenGL ES 3.1 AEP.
- New API: Applications can now request MSAA support in their configuration callback.
- Bug Fix: OpenGL extension-string checking is now more robust.
Release 1.2 (June 2014):
Release 1.2 is a feature release with no known "breaking" changes.
- New Platform: Linux for Tegra (a full Ubuntu desktop on Tegra platforms) support has been added for all samples. The samples now run on NVIDIA Jetson TK1.
- New Sample: ComputeParticles shows how to use Compute Shaders and buffer interop to use the GPU to animate and render particles without CPU involvement.
- New Sample: ComputeWaterSurface shows how to use Compute Shaders to generate a dynamic water surface with ripples and reflections.
- New Sample: FXAA demonstrates a simple, high-performance and easy-to-integrate antialiasing method as a 2D post-process.
- New Sample: HDR demonstrates tonemapping, cinematic flares and refraction.
- New Sample: MultiDrawIndirect demonstrates OpenGL performance features known as Approaching Zero Driver Overhead ("AZDO").
- New Sample: OptimizationApp demonstrates CPU and GPU timers for app-level profiling as well as switchable, basic optimization techniques.
- New Sample: SoftShadows demonstrates multiple projected texture methods, including multi-sampled penumbrae.
- New API: The app framework now includes a function to query whether a GL context is bound, NvPlatformContext::isContextBound().
- Known Issue: The pre-compiled Android version of ComputeWaterSimulation has an incorrectly-named icon (reads "ComputeParticles"). The sample works, and rebuilding it will fix the icon name.
Release 1.01 (May 2014):
Release 1.01 is (as its version implies) a bugfix release with no known "breaking" changes.
- OpenGL ES3.1 contexts are now supported. There is also a default ES3.1 context version object:
- Some bugs in the EGL setup code and the image-loading code that caused ES3.1 contexts not to work are now fixed. All samples that can support ES2 or ES3 now work if the app requests ES3.1 as well.
- The min-API and missing extension error dialogs now include more descriptive strings to explain to the user what was found and what is needed.
- The image loader now auto-expands DXT textures to RGBA on systems without DXT support.
- The UI system now handles window resize correctly on platforms with windowed mode.
- Android's NDK r9d is now the default NDK version when building Android apps from Linux host.
NvGLSLProgram::bindTexture2D was not setting the texture on the correct (passed in) texture unit. This has been fixed.
- Log-based framerate printing has been disabled by default, since it is printed to the screen.
- A typo in the default window size on Win32 has been fixed (window size is now 1280 pixels wide instead of 1270).
- The period (.) key is now mapped on Linux and Win32 platforms.
Release 1.0 (March 2014):
Release 1.0 is the first version of the new samples pack.
NVIDIA® GameWorks™ Documentation Rev. 1.0.200605 ©2014-2020. NVIDIA Corporation. All Rights Reserved.