Filters

Blog post
Article

API without Secrets: Introduction to Vulkan* Part 4

This tutorial presents how to add vertex attributes to a graphics pipeline and how to create vertex buffers and bind them during command buffer recording. It teaches how to create memory objects that backs buffer storage, and how map them to upload data from the CPU to the GPU. Here also dynamic pipeline states for the viewport and scissors test are introduced.
Authored by Pawel L. (Intel) Last updated on 07/22/2016 - 15:05
Video

Live Coding with OpenGL

Intel® Software Innovator and OpenGL game developer, Eskil Stenberg, shows off his skills for live coding at the IDF2015 conference in San Francisco, CA.  Eskil explains his process for using nativ

Authored by Russ Beutler (Intel) Last updated on 07/22/2016 - 12:28
Video

Android iConsole Micro and Console OS

Intel® Software Innovator Chris Price discusses “iConsole Micro and Console OS with Android,” featuring Intel® Compute Stick technology and Android for 2 in 1, PC and tablet devices.

Authored by Jerry Makare (Intel) Last updated on 07/22/2016 - 12:28
Article

OpenGL* Performance Tips: Use Native Formats for Best Rendering Performance

This article demonstrates how using the proper texture format can improve OpenGL performance—in particular, using native texture formats will give game developers the best OpenGL performance. Accompanying the article is a C++ example application that shows the effects on rendering performance when using a variety of texture formats.
Authored by praveen-kundurthy (Intel) Last updated on 07/20/2016 - 11:47
Article

OpenGL* Performance Tips: Atomic Counter Buffers versus Shader Storage Buffer Objects

Accompanying this article is a simple C++ application that alternates between SSBOs and ACBs. Game developers can see the effect of both methods on rendering performance (milliseconds per frame). While this article refers to graphical game developers, the concepts apply to all applications that use OpenGL 4.3 and higher.
Authored by praveen-kundurthy (Intel) Last updated on 07/19/2016 - 16:48
Article

OpenGL* Performance Tips: Power of Two Textures Have Better Performance

How to improve OpenGL* performance by using textures that have dimensions that are a power-of-two. It is accompanied by a C++ example application that shows the effects on game performance by using a texture with power-of-two dimensions and one that is not.
Authored by praveen-kundurthy (Intel) Last updated on 07/19/2016 - 14:46
Article

API without Secrets: Introduction to Vulkan* Part 3: First Triangle

This tutorial presents how to draw first triangle! At the beginning a render pass with one subpass is created. Next image views and framebuffers are created for each swap chain image. After that graphics pipeline creation is presented for which shader modules (with SPIR-V shaders) are required and also viewport, rasterization, multisampling, and color blending information are necessary. Last part...
Authored by Pawel L. (Intel) Last updated on 07/15/2016 - 15:02
Video

Intel® and Codemasters: Advanced Rendering Techniques

Codemasters has been working with Intel® on Grid 2 (

Authored by Jerry Makare (Intel) Last updated on 07/14/2016 - 14:58
Video

Grid Franchise with Intel® Graphics Samples on Multiple Devices Including Baytrail Tablets

A demo of how Grid 2 uses several 

Authored by Jerry Makare (Intel) Last updated on 07/14/2016 - 14:58
For more complete information about compiler optimizations, see our Optimization Notice.