Tutorial: OpenCL™ and OpenGL* Interoperability

Authored by Vadim Kartoshkin (Intel)

Download Code Sample

Last updated on 02/12/2015 - 08:13

OpenGL* ES 3.0 Instanced Rendering

Authored by CRISTIANO F. (Intel)

This Android OpenGL ES 3.0 Sample was written by Cristiano Ferreira - Software Engineer at Intel Corporation.

Last updated on 12/15/2014 - 13:19

OpenGL* ES 3.0 Precompiled Shaders

Authored by CRISTIANO F. (Intel)

Another great Android OpenGL ES 3.0 sample from Cristiano Ferreira - Graphics Software Engineer with Intel Corporation.

Last updated on 12/15/2014 - 13:18

OpenCL™ and OpenGL* Interoperability Tutorial

Authored by Maxim Shevtsov (Intel)

OpenCL™ and OpenGL* are two common APIs that support efficient interoperability.

Last updated on 05/22/2014 - 07:26

Tessellation for OpenGL ES 3.1 on Android

Authored by Kyle Weicht (Intel)
This article explains tessellation, how to enable and make best use of this technique within OpenGL graphics. Last updated on 12/15/2014 - 13:01

OpenGL crashes in 64 bit application

Authored by Stephen Sutcliffe

I have been having problems with trying to plot Trimmed NURBs surfaces obtained from standard IGES graphics files.

Last updated on 04/01/2014 - 13:36

vs2010 shell crash, text editor settings

Authored by app4619

I am using , Intel(R) Visual Fortran Composer XE 2013 Update 3 Integration for Microsoft Visual Studio* 2010, 13.0.3624.2010, Copyright (C) 2002-2013 Intel Corporation.

Last updated on 06/20/2013 - 06:36

Dynamic Resolution Rendering on OpenGL* ES 2.0

Authored by omar-a-rodriguez (Intel)
Dynamic resolution rendering gives developers and users more control over the performance versus image quality ratio. Last updated on 10/29/2014 - 09:38

Deferred Rendering for OpenGL* ES3.0 on Android*

Authored by Kyle Weicht (Intel)
This article outlines how you can efficiently implement rendering techniques on mobile devices using OpenGL* ES such as: forward rendering, deferred lighting (light pre-pass) and deferred shading. Last updated on 11/13/2014 - 16:09

Analyzing OpenGL* games with Intel® GPA

Authored by Paul Lindberg (Intel)

Intel® GPA is a great tool for real-time and offline game analysis.

Last updated on 10/28/2014 - 14:03