# opengl

Published articles for opengl.

This is one page of public article previews, not the complete archive. Follow Next page to continue. Summaries are not the original full articles.

## Introducing ReactOS 0.4.16

DevFeed: [Introducing ReactOS 0.4.16](<https://devfeed.tech/articles/introducing-reactos-0-4-16-33195.md>)

Original publisher: [Read original article](<https://reactos.org/project-news/reactos-0416-released/>)

Published: 2026-08-29T00:00:00Z

Content type: release

Language: en

Sources: [Front Page on ReactOS Website](<https://devfeed.tech/sources/front-page-on-reactos-website.md>)

Topics: [ReactOS](<https://devfeed.tech/topics/reactos.md>), [boot](<https://devfeed.tech/topics/boot.md>), [Disk image](<https://devfeed.tech/topics/disk-image.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>), [Nvidia](<https://devfeed.tech/topics/nvidia.md>)

Tags: [boot](<https://devfeed.tech/tags/boot.md>), [free](<https://devfeed.tech/tags/free.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [images](<https://devfeed.tech/tags/images.md>), [installation](<https://devfeed.tech/tags/installation.md>), [networking](<https://devfeed.tech/tags/networking.md>), [nvidia](<https://devfeed.tech/tags/nvidia.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [opengl](<https://devfeed.tech/tags/opengl.md>), [os](<https://devfeed.tech/tags/os.md>), [react](<https://devfeed.tech/tags/react.md>), [reactos](<https://devfeed.tech/tags/reactos.md>), [release](<https://devfeed.tech/tags/release.md>), [storage](<https://devfeed.tech/tags/storage.md>), [win32](<https://devfeed.tech/tags/win32.md>), [winapi](<https://devfeed.tech/tags/winapi.md>)

### AI overview

ReactOS 0.4.16 is announced after a year and a half of development. The release adds a graphical installer, combines the bootcd and livecd images, and includes improvements to video, audio, networking, storage, installation, and third-party code synchronization.

### Source excerpt

We are pleased to announce the release of ReactOS 0.4.16! After a year and a half of development, we're excited to showcase the improvements we've made between a new graphical installer; a unified bootcd and livecd image; video, audio, networking, and storage stack improvements; a new installation type; and third-party code syncs.

## Rewriting my 2005 C++/OpenGL game in Go

DevFeed: [Rewriting my 2005 C++/OpenGL game in Go](<https://devfeed.tech/articles/rewriting-my-2005-c-opengl-game-in-go-38035.md>)

Original publisher: [Read original article](<https://nurkiewicz.com/2026/06/rewriting-cpp-opengl-game-in-go.html>)

Published: 2026-06-06T22:00:00Z

Content type: article

Language: en

Sources: [Tomasz Nurkiewicz around Java and concurrency](<https://devfeed.tech/sources/tomasz-nurkiewicz-around-java-and-concurrency.md>)

Topics: [Claude Code](<https://devfeed.tech/topics/claude-code.md>), [Go](<https://devfeed.tech/topics/go.md>), [C++](<https://devfeed.tech/topics/c-plus-plus.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>), [3D](<https://devfeed.tech/topics/3d.md>), [winapi](<https://devfeed.tech/topics/winapi.md>), [Algorithm](<https://devfeed.tech/topics/algorithm.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [ai](<https://devfeed.tech/tags/ai.md>), [algorithm](<https://devfeed.tech/tags/algorithm.md>), [c-plus-plus](<https://devfeed.tech/tags/c-plus-plus.md>), [claude-code](<https://devfeed.tech/tags/claude-code.md>), [gamedev](<https://devfeed.tech/tags/gamedev.md>), [go](<https://devfeed.tech/tags/go.md>), [opengl](<https://devfeed.tech/tags/opengl.md>), [raylib](<https://devfeed.tech/tags/raylib.md>), [winapi](<https://devfeed.tech/tags/winapi.md>)

### AI overview

The author describes using Claude Code to rewrite a 20-year-old 3D Tetris game from C++ with OpenGL and WinAPI into Go with a portable rendering approach. The initial build ran, but significant functionality was missing and required further fixes.

### Source excerpt

I asked Claude Code to rewrite CuTe, my 20-year-old 3D Tetris clone, from C++/OpenGL/WinAPI into modern Go. What went well, what broke, and what I had to fix four times.

## An initial investigation into WDDM on ReactOS

DevFeed: [An initial investigation into WDDM on ReactOS](<https://devfeed.tech/articles/an-initial-investigation-into-wddm-on-reactos-32853.md>)

Original publisher: [Read original article](<https://reactos.org/blogs/investigating-wddm/>)

Published: 2025-10-07T00:00:00Z

Content type: article

Language: en

Sources: [Front Page on ReactOS Website](<https://devfeed.tech/sources/front-page-on-reactos-website.md>)

Topics: [ReactOS](<https://devfeed.tech/topics/reactos.md>), [Windows](<https://devfeed.tech/topics/windows.md>), [GPU](<https://devfeed.tech/topics/gpu.md>), [Hardware](<https://devfeed.tech/topics/hardware.md>), [DirectX](<https://devfeed.tech/topics/directx.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>)

Tags: [directx](<https://devfeed.tech/tags/directx.md>), [free](<https://devfeed.tech/tags/free.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [hardware](<https://devfeed.tech/tags/hardware.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [opengl](<https://devfeed.tech/tags/opengl.md>), [os](<https://devfeed.tech/tags/os.md>), [react](<https://devfeed.tech/tags/react.md>), [reactos](<https://devfeed.tech/tags/reactos.md>), [win32](<https://devfeed.tech/tags/win32.md>), [winapi](<https://devfeed.tech/tags/winapi.md>)

### AI overview

This article investigates the Windows Display Driver Model (WDDM) in ReactOS, describing how Vista-era changes shifted GPU management toward driver vendors and examining related display-driver behavior, OpenGL ICD loading, and Vulkan similarities.

### Source excerpt

The history of ReactOS spans a wider range than the lives of many of the people who work on it today. Incredible individuals have come and gone from the project with vastly different goals for what they want to see developed. In recent years, better hardware support has emerged as one of those goals. As ReactOS gazes towards the world of Vista and beyond, a few questions about how hardware works emerge.

## Android Developer Options for Debugging and Development

DevFeed: [Android Developer Options for Debugging and Development](<https://devfeed.tech/articles/android-developer-options-that-you-probably-forgot-26009.md>)

Original publisher: [Read original article](<https://medium.com/@DoesitPew/android-developer-options-that-you-probably-forgot-431e31d4c5fc?source=rss-2ffcf6104135------2>)

Author: Stacy Devino

Published: 2022-04-06T17:23:40Z

Content type: tutorial

Language: en

Sources: [Stories by Stacy Devino on Medium](<https://devfeed.tech/sources/stories-by-stacy-devino-on-medium.md>)

Topics: [Android](<https://devfeed.tech/topics/android.md>), [debugging](<https://devfeed.tech/topics/debugging.md>), [Android Studio](<https://devfeed.tech/topics/android-studio.md>), [Logging](<https://devfeed.tech/topics/logging.md>), [Mobile](<https://devfeed.tech/topics/mobile.md>), [feature flags](<https://devfeed.tech/topics/feature-flags.md>), [GPU](<https://devfeed.tech/topics/gpu.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>)

Tags: [android](<https://devfeed.tech/tags/android.md>), [android-app-development](<https://devfeed.tech/tags/android-app-development.md>), [android-studio](<https://devfeed.tech/tags/android-studio.md>), [androiddev](<https://devfeed.tech/tags/androiddev.md>), [debugging](<https://devfeed.tech/tags/debugging.md>), [debugging-tools](<https://devfeed.tech/tags/debugging-tools.md>), [developer](<https://devfeed.tech/tags/developer.md>), [feature-flags](<https://devfeed.tech/tags/feature-flags.md>), [flutter](<https://devfeed.tech/tags/flutter.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [logging](<https://devfeed.tech/tags/logging.md>), [mobile-app-development](<https://devfeed.tech/tags/mobile-app-development.md>), [opengl](<https://devfeed.tech/tags/opengl.md>)

### AI overview

This practical article reviews Android Developer Options useful to developers, including debugging apps, inspecting view attributes in Android Studio, verifying apps over USB, adjusting logger buffer sizes, enabling feature flags, and using GPU debug layers. It also covers tools for displaying touch input and gesture traces.

### Source excerpt

Sometimes, I think that we "Old Android Folk" forget to share and re-share the old magic with newer developers or just forget the old ways ourselves. Now we are all well past the ANT and Eclipse days, but there are tools that have remained highly functional or grown to be more useful over time. Or, in the light of new tech like ComposeUI, have gained new functionality not easily achievable any way else. 🤫 Let's talk about... Developer Options Beware, this article is a re-hash of existing content (see above) in a practical sense for practical devs that actually shows & explains. Not all options will show on all devices. You are now a Developer... But did you ever take a look at all the tools in there? 👀 Standard Debugging Tools Standard things everyone uses almost every day or should know Bug report shortcut -- For Bug reports ...a shortcut Verbose vendor logging -- (Vendor devices only) More complete logging in Logcat than would happen normally and can be useful for vendor interactions, fixing a vendor bug, or debugging an integration (*coughs in Samsung*) Enable view attribute inspection -- See View Attributes in the Layout Inspector in Android Studio Select debug app + Wait for debugger -- App won't start unless the debugger is attached in Android Studio, so you can debug things at startup without a crazy logcat to parse and false warnings. Verify apps over USB + Verify bytecode of debuggable apps -- Generally smart to make sure you don't load a dodgy app or general malware by accident (usually online) Logger buffer sizes -- Enable longer or shorter logcats (easier to parse longer ones and capture more events) Feature Flags -- Enable features normally hidden for most users, usually more useful on pre-release or experimental release builds with features to be enabled (features like PiP and onscreen notifications were originally tested this way) Enable GPU debug layers -- Enables Vulkcan validation layers for error checking (Mostly for mobile game developers not using OpenGL, tho

## Building a Pride Rainbow Easter Egg into the Over Android App 🏳🌈

DevFeed: [Building a Pride Rainbow Easter Egg into the Over Android App 🏳🌈](<https://devfeed.tech/articles/building-a-pride-rainbow-easter-egg-into-the-over-android-app-27882.md>)

Original publisher: [Read original article](<https://riggaroo.dev/building-a-pride-rainbow-easter-egg-into-the-over-android-app/>)

Author: Rebecca Franks

Published: 2021-06-13T09:39:08Z

Content type: tutorial

Language: en

Sources: [Rebecca Franks - @riggaroo](<https://devfeed.tech/sources/rebecca-franks-riggaroo.md>)

Topics: [OpenGL](<https://devfeed.tech/topics/opengl.md>), [Android](<https://devfeed.tech/topics/android.md>), [glsl](<https://devfeed.tech/topics/glsl.md>), [implementation](<https://devfeed.tech/topics/implementation.md>), [render](<https://devfeed.tech/topics/render.md>)

Tags: [android](<https://devfeed.tech/tags/android.md>), [glsl](<https://devfeed.tech/tags/glsl.md>), [guide](<https://devfeed.tech/tags/guide.md>), [implementation](<https://devfeed.tech/tags/implementation.md>), [opengl](<https://devfeed.tech/tags/opengl.md>), [pride](<https://devfeed.tech/tags/pride.md>), [rainbow](<https://devfeed.tech/tags/rainbow.md>), [render](<https://devfeed.tech/tags/render.md>), [ui](<https://devfeed.tech/tags/ui.md>)

### AI overview

This tutorial explains how the Over Android app implements a Pride-themed Easter egg: text containing selected LGBTQ+ terms changes a text-layer outline into an animated rainbow. It focuses on rendering the gradient bounding box with OpenGL, Android SurfaceView, and GLSL shaders.

### Source excerpt

This post originally appeared here on the GoDaddy Engineering blog. The Over App is a playground for creating beautiful content for social media. As developers on the app, we are often inspired by the pictures and videos that our users make. To inspire our users a bit more, we decided to create a small easter [...] The post Building a Pride Rainbow Easter Egg into the Over Android App 🏳🌈 appeared first on Rebecca Franks - @riggaroo.

## Tap Response Time: Jetpack Navigation 🗺

DevFeed: [Tap Response Time: Jetpack Navigation 🗺](<https://devfeed.tech/articles/tap-response-time-jetpack-navigation-25863.md>)

Original publisher: [Read original article](<https://dev.to/pyricau/tap-response-time-jetpack-navigation-4738>)

Author: Py ⚔

Published: 2021-04-24T19:27:34Z

Content type: tutorial

Language: en

Sources: [Py ⚔](<https://devfeed.tech/sources/py.md>)

Topics: [Jetpack](<https://devfeed.tech/topics/jetpack.md>), [navigation](<https://devfeed.tech/topics/navigation.md>), [Android](<https://devfeed.tech/topics/android.md>), [implementation](<https://devfeed.tech/topics/implementation.md>), [GPU](<https://devfeed.tech/topics/gpu.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>)

Tags: [android](<https://devfeed.tech/tags/android.md>), [coding](<https://devfeed.tech/tags/coding.md>), [community](<https://devfeed.tech/tags/community.md>), [development](<https://devfeed.tech/tags/development.md>), [engineering](<https://devfeed.tech/tags/engineering.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [implementation](<https://devfeed.tech/tags/implementation.md>), [inclusive](<https://devfeed.tech/tags/inclusive.md>), [jetpack](<https://devfeed.tech/tags/jetpack.md>), [jetpack-navigation](<https://devfeed.tech/tags/jetpack-navigation.md>), [main-thread](<https://devfeed.tech/tags/main-thread.md>), [navigation](<https://devfeed.tech/tags/navigation.md>), [opengl](<https://devfeed.tech/tags/opengl.md>), [performance](<https://devfeed.tech/tags/performance.md>), [process](<https://devfeed.tech/tags/process.md>), [render](<https://devfeed.tech/tags/render.md>), [software](<https://devfeed.tech/tags/software.md>), [tracing](<https://devfeed.tech/tags/tracing.md>)

### AI overview

A tutorial on measuring tap response time in Android applications using Jetpack Navigation. It traces the path from a touch event through navigation, view traversal, rendering, GPU execution, and display composition to define the total user-perceived response duration.

### Source excerpt

Header image: Surf by Romain Guy. In Android Vitals - Tap Response Time 👉 we established that the naive approach to measuring Tap Response Time isn't accurate and doesn't scale. Today we'll build a better implementation step by step, on top Jetpack Navigation. 🗺 Navigation library We'll focus on Jetpack Navigation here, however most of the content applies for any navigation library or tap action. In fact, I first implemented this at Square on top of Flow and Workflow. Advanced Navigation Sample We'll implement the Tap Response Time measurement inside the Advanced Navigation Sample and focus on the navigation from the Title screen to the About screen. aboutButton.setOnClickListener { findNavController().navigate(R.id.action_title_to_about) } From Tap to Render What happens exactly when we click on the about button? Main thread tracing To figure that out, we enable Java method tracing while clicking on the button : The MotionEvent.ACTION_UP event is dispatched and a click is posted to the main thread. The posted click runs, the click listener calls NavController.navigate() and a fragment transaction is posted to the main thread. The fragment transaction runs, the view hierarchy is updated, and a view traversal is scheduled for the next frame on the main thread. The view traversal runs, the view hierarchy is measured, laid out and drawn. What happens after step 4? Systrace We get a better high level view with systrace: In step 4, the view traversal draw pass generates a list of drawing commands (known as display lists) and sends that list of drawing commands to the render thread. Step 5: the render thread optimizes the display lists, adds effects such as ripples, then leverages the GPU to run the drawing commands and draw into a buffer (an OpenGL surface). Once done, the render thread tells the surface flinger (which lives in a separate process) to swap the buffer and put it on the display. Step 6 (not visible in the systrace screenshot): the surfaces for all visible w

## Language Injections in Android Studio / IntelliJ IDEA 💉

DevFeed: [Language Injections in Android Studio / IntelliJ IDEA 💉](<https://devfeed.tech/articles/language-injections-in-android-studio-intellij-idea-27883.md>)

Original publisher: [Read original article](<https://riggaroo.dev/language-injections-in-android-studio-intellij-idea/>)

Author: Rebecca Franks

Published: 2021-01-20T09:19:12Z

Content type: tutorial

Language: en

Sources: [Rebecca Franks - @riggaroo](<https://devfeed.tech/sources/rebecca-franks-riggaroo.md>)

Topics: [Android Studio](<https://devfeed.tech/topics/android-studio.md>), [Syntax Highlighting](<https://devfeed.tech/topics/syntax-highlighting.md>), [ide](<https://devfeed.tech/topics/ide.md>), [IntelliJ IDEA](<https://devfeed.tech/topics/intellij-idea.md>), [SQL](<https://devfeed.tech/topics/sql.md>), [glsl](<https://devfeed.tech/topics/glsl.md>), [Kotlin](<https://devfeed.tech/topics/kotlin.md>)

Tags: [android](<https://devfeed.tech/tags/android.md>), [android-studio](<https://devfeed.tech/tags/android-studio.md>), [glsl](<https://devfeed.tech/tags/glsl.md>), [ide](<https://devfeed.tech/tags/ide.md>), [idea](<https://devfeed.tech/tags/idea.md>), [intellij-idea](<https://devfeed.tech/tags/intellij-idea.md>), [kotlin](<https://devfeed.tech/tags/kotlin.md>), [language-injection](<https://devfeed.tech/tags/language-injection.md>), [opengl](<https://devfeed.tech/tags/opengl.md>), [sql](<https://devfeed.tech/tags/sql.md>), [studio](<https://devfeed.tech/tags/studio.md>), [syntax-highlighting](<https://devfeed.tech/tags/syntax-highlighting.md>)

### AI overview

This tutorial explains how language injection in Android Studio and IntelliJ IDEA enables embedded code such as SQL or GLSL to receive syntax highlighting, validation, suggestions, and separate-editor support. It also describes using annotations and the GLSL Support Plugin for Kotlin string literals.

### Source excerpt

Android Studio is a powerful IDE with a multitude of features that I'll probably never discover. However, when I do discover a feature of the IDE that I've been dreaming about, I get irrationally excited about it (and often times write a blog post such as this one). One feature that really piqued my interest [...] The post Language Injections in Android Studio / IntelliJ IDEA 💉 appeared first on Rebecca Franks - @riggaroo.

## January Update: Happy New Gear!

DevFeed: [January Update: Happy New Gear!](<https://devfeed.tech/articles/january-update-happy-new-gear-34829.md>)

Original publisher: [Read original article](<https://pine64.org/2021/01/15/january-update-happy-new-gear/>)

Published: 2021-01-15T00:00:00Z

Content type: article

Language: en

Sources: [Community blog on PINE64](<https://devfeed.tech/sources/community-blog-on-pine64.md>)

Topics: [Pinephone](<https://devfeed.tech/topics/pinephone.md>), [Linux](<https://devfeed.tech/topics/linux.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>), [USB](<https://devfeed.tech/topics/usb.md>), [GPU](<https://devfeed.tech/topics/gpu.md>), [IRC](<https://devfeed.tech/topics/irc.md>), [Website](<https://devfeed.tech/topics/website.md>), [Wiki](<https://devfeed.tech/topics/wiki.md>)

Tags: [community-edition](<https://devfeed.tech/tags/community-edition.md>), [community-update](<https://devfeed.tech/tags/community-update.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [irc](<https://devfeed.tech/tags/irc.md>), [linux](<https://devfeed.tech/tags/linux.md>), [opengl](<https://devfeed.tech/tags/opengl.md>), [pinebook-pro](<https://devfeed.tech/tags/pinebook-pro.md>), [pinecil](<https://devfeed.tech/tags/pinecil.md>), [pinecube](<https://devfeed.tech/tags/pinecube.md>), [pinephone](<https://devfeed.tech/tags/pinephone.md>), [pinetime](<https://devfeed.tech/tags/pinetime.md>), [update](<https://devfeed.tech/tags/update.md>), [usb](<https://devfeed.tech/tags/usb.md>), [website](<https://devfeed.tech/tags/website.md>), [wiki](<https://devfeed.tech/tags/wiki.md>)

### AI overview

PINE64's January community update covers the final PinePhone community edition, Quartz64 single-board computers, PineTab and Pinebook Pro production, software builds, graphics support, community infrastructure, and PineTime firmware developments.

### Source excerpt

Happy New Year everyone! Let us all hope that the difficulties brought about by the COVID-19 virus are now waning and that more aspects of our lives will return to normal soon. We start this year with announcing the last community edition of the PinePhone, an update on the Quartz64 single board computers, and with some good news regarding PineTab and Pinebook Pro production. You can watch a synopsis of this month's community update on Youtube (embedded below) but also on LBRY and Peertube. Stay up-to-date with PINE64 news and make sure to subscribe to this blog (bottom of the webpage), follow PINE64 Telegram News channel as well as our Twitter and Mastodon. I'd like to acknowledge JF, Marek (gamiee), Alex (clover), 33YN2 and PizzaLovingNerd for their contributions to this community update. Thank you. Let's get to it. Note: This image preview protects your privacy. Click to load the video from the Google servers. Link to the video & January Community Update Video Synopsis by PizzaLovingNerd TL:DR New website it up! Chats have been reworked and IRC bridged back up; more work on chat infrastructure soon Thank you to those who've been making documentation for Wiki PinePhone KDE CE slightly delayed but shipping soon; issues shipping to the UK PineTalk podcast starts next month! Hosted by Ezra from Elatronion and Peter from LINMOBnet Pinebook Pro and PineTab LCD panel availability looking better; production to resume after CNY Pinebook Pro OpenMandriva and AOSC Linux builds are now available Pinebook Pro FreeBSD 13 build brinds a lot of functionality to the platform Pinebook Pro alt DP display mode available in Manjaro & coming to other distros. Enables DockingDeck and other USB-C dongles Pinebook Pro to get Panfrost GPU driver with OpenGL 3.0 Quartz64 is the name of our next SBC line Quartz64 model-A detailed spec and availability roadmap PineTime important work done on the bootloader and release of InfiniTime 0.10.0 PineTime InfiniTime fork brings colourful icons, multi

## Resources for Learning OpenGL - An Android Developers Guide

DevFeed: [Resources for Learning OpenGL - An Android Developers Guide](<https://devfeed.tech/articles/resources-for-learning-opengl-an-android-developers-guide-27884.md>)

Original publisher: [Read original article](<https://riggaroo.dev/resources-for-learning-opengl-an-android-developers-guide/>)

Author: Rebecca Franks

Published: 2021-01-08T08:58:54Z

Content type: tutorial

Language: en

Sources: [Rebecca Franks - @riggaroo](<https://devfeed.tech/sources/rebecca-franks-riggaroo.md>)

Topics: [OpenGL](<https://devfeed.tech/topics/opengl.md>), [Android](<https://devfeed.tech/topics/android.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>), [cross-platform](<https://devfeed.tech/topics/cross-platform.md>)

Tags: [android](<https://devfeed.tech/tags/android.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [guide](<https://devfeed.tech/tags/guide.md>), [learning](<https://devfeed.tech/tags/learning.md>), [opengl](<https://devfeed.tech/tags/opengl.md>)

### AI overview

An Android developer shares a curated set of resources for learning OpenGL and OpenGL ES, drawing on experience migrating from Android Canvas. The guide includes courses, books, documentation, and shader-focused resources covering graphics programming fundamentals and related WebGL concepts.

### Source excerpt

In 2018, I started my journey of learning OpenGL, we were migrating our app from using the Android Canvas system to using the more flexible (but indeed more complex) OpenGL ES. OpenGL ES is a cross-platform graphics API that specifies a standard software interface for 3D graphics processing hardware. OpenGL allows you to build interesting [...] The post Resources for Learning OpenGL - An Android Developers Guide appeared first on Rebecca Franks - @riggaroo.

## Как добавить 3D в iOS приложение c помощью SceneKit

DevFeed: [Как добавить 3D в iOS приложение c помощью SceneKit](<https://devfeed.tech/articles/3d-ios-c-scenekit-37993.md>)

Original publisher: [Read original article](<https://habr.com/ru/companies/koshelek/articles/529958/>)

Author: 5141125 (Кошелёк)

Published: 2020-11-26T09:10:25Z

Content type: tutorial

Language: ru

Sources: ["Кошелёк" RU](<https://devfeed.tech/sources/ru.md>)

Topics: [iOS](<https://devfeed.tech/topics/ios.md>), [3D](<https://devfeed.tech/topics/3d.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [apple](<https://devfeed.tech/tags/apple.md>), [ios](<https://devfeed.tech/tags/ios.md>), [opengl](<https://devfeed.tech/tags/opengl.md>), [scenekit](<https://devfeed.tech/tags/scenekit.md>), [swift](<https://devfeed.tech/tags/swift.md>)

### AI overview

This tutorial explains how the Wallet app implemented interactive 3D images of cards and coupons on iOS. It discusses the earlier OpenGL-based cross-platform implementation, the planned transition to Metal, and the decision to use SceneKit instead of integrating a larger 3D engine.

### Source excerpt

Одна из запоминающихся частей приложения "Кошелёк" -- 3D-изображение карт и купонов с источниками света, бликами на поверхности и возможностью вращения. На собеседованиях кандидаты часто спрашивают, как мы это реализовали, и так как тема многим интересна, расскажем об этом подробнее. Результат нашей работы не является сверхсложным самописным 3D-движком, но в целом что-то подобное редко встречается в бизнесовых приложениях. И если у вас есть задачи, подобные этой, но они кажутся непонятными -- давайте продолжим. Читать дальше ->

## July 2014 Meeting Minutes

DevFeed: [July 2014 Meeting Minutes](<https://devfeed.tech/articles/july-2014-meeting-minutes-33137.md>)

Original publisher: [Read original article](<https://reactos.org/project-news/july-2014-meeting-minutes/>)

Published: 2014-08-22T00:00:00Z

Content type: article

Language: en

Sources: [Front Page on ReactOS Website](<https://devfeed.tech/sources/front-page-on-reactos-website.md>)

Topics: [ReactOS](<https://devfeed.tech/topics/reactos.md>), [Development](<https://devfeed.tech/topics/development.md>), [Software](<https://devfeed.tech/topics/software.md>)

Tags: [dev](<https://devfeed.tech/tags/dev.md>), [free](<https://devfeed.tech/tags/free.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [opengl](<https://devfeed.tech/tags/opengl.md>), [os](<https://devfeed.tech/tags/os.md>), [patches](<https://devfeed.tech/tags/patches.md>), [react](<https://devfeed.tech/tags/react.md>), [reactos](<https://devfeed.tech/tags/reactos.md>), [shell](<https://devfeed.tech/tags/shell.md>), [single-board-computer](<https://devfeed.tech/tags/single-board-computer.md>), [usb](<https://devfeed.tech/tags/usb.md>), [win32](<https://devfeed.tech/tags/win32.md>), [winapi](<https://devfeed.tech/tags/winapi.md>), [windows](<https://devfeed.tech/tags/windows.md>)

### AI overview

ReactOS's July 2014 meeting covered developer progress on memory management, NTVDM, ARWINSS patches, shell service objects, graphics and memory-protection features, testing, Chrome compatibility, translations, and the Community Edition update.

### Source excerpt

2014-07-03 19:00 UTC dev.reactos.org, #meeting Proceedings Meeting started at 19:01 by Aleksey Bragin. Point 1: Developer Briefings Point 2: Community Edition Update Point 1 Aleksandar Andrejevic reported that he was unfortunately unable to make much progress with the memory manager and is reverting back to fixing issues with NTVDM. Aleksey Bragin noted that he still had some patches for ARWINSS that needed to be merged in. David Quintana reported that had implemented support for shell service objects and added a skeleton component that contains the system tray for things like volume control, battery icon, USB disconnection, and the like.

## A perspective: Games vs Microsoft

DevFeed: [A perspective: Games vs Microsoft](<https://devfeed.tech/articles/a-perspective-games-vs-microsoft-32985.md>)

Original publisher: [Read original article](<https://reactos.org/blogs/perspective-games-vs-microsoft/>)

Published: 2013-05-24T00:00:00Z

Content type: opinion

Language: en

Sources: [Front Page on ReactOS Website](<https://devfeed.tech/sources/front-page-on-reactos-website.md>)

Topics: [Microsoft](<https://devfeed.tech/topics/microsoft.md>), [Xbox](<https://devfeed.tech/topics/xbox.md>), [Windows](<https://devfeed.tech/topics/windows.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>), [cross-platform](<https://devfeed.tech/topics/cross-platform.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [cross-platform](<https://devfeed.tech/tags/cross-platform.md>), [free](<https://devfeed.tech/tags/free.md>), [microsoft](<https://devfeed.tech/tags/microsoft.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [opengl](<https://devfeed.tech/tags/opengl.md>), [os](<https://devfeed.tech/tags/os.md>), [pc](<https://devfeed.tech/tags/pc.md>), [react](<https://devfeed.tech/tags/react.md>), [reactos](<https://devfeed.tech/tags/reactos.md>), [win32](<https://devfeed.tech/tags/win32.md>), [winapi](<https://devfeed.tech/tags/winapi.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

An opinion article examines Microsoft's requirement that developers publishing games on Xbox Live sign with a publisher, then places that policy in the context of Microsoft's history with Windows gaming, Xbox consoles, and mobile devices. It argues that Microsoft's console diversification contributed to the weakening of its dominance in PC gaming and discusses the relationship between OpenGL adoption and cross-platform compatibility.

### Source excerpt

Deciding whether to write this latest entry was a tad difficult, if only because I'm starting to feel like I've been harping a bit too much on Microsoft, but some of the information that has trickled out about the new Xbox bears some putting into context. Specifically, the requirement that anyone wanting to publish a game to Xbox Live needs to sign on with a publisher, so no self-publishing by indies.

## ReactOS Reconsiders Its OpenGL Rendering Backend After Mesa ICD Deprecation

DevFeed: [ReactOS Reconsiders Its OpenGL Rendering Backend After Mesa ICD Deprecation](<https://devfeed.tech/articles/newsletter-95-32961.md>)

Original publisher: [Read original article](<https://reactos.org/blogs/newsletter-95/>)

Published: 2013-04-11T00:00:00Z

Content type: article

Language: en

Sources: [Front Page on ReactOS Website](<https://devfeed.tech/sources/front-page-on-reactos-website.md>)

Topics: [ReactOS](<https://devfeed.tech/topics/reactos.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>), [3D graphics](<https://devfeed.tech/topics/3d-graphics.md>), [Software](<https://devfeed.tech/topics/software.md>), [client](<https://devfeed.tech/topics/client.md>), [LLVM](<https://devfeed.tech/topics/llvm.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [3d-graphics](<https://devfeed.tech/tags/3d-graphics.md>), [client-driver](<https://devfeed.tech/tags/client-driver.md>), [deprecated](<https://devfeed.tech/tags/deprecated.md>), [driver](<https://devfeed.tech/tags/driver.md>), [free](<https://devfeed.tech/tags/free.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [llvm](<https://devfeed.tech/tags/llvm.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [opengl](<https://devfeed.tech/tags/opengl.md>), [os](<https://devfeed.tech/tags/os.md>), [react](<https://devfeed.tech/tags/react.md>), [reactos](<https://devfeed.tech/tags/reactos.md>), [win32](<https://devfeed.tech/tags/win32.md>), [winapi](<https://devfeed.tech/tags/winapi.md>)

### AI overview

The ReactOS project relied on Mesa for OpenGL 3D graphics, but the Windows installable client driver it used was deprecated after Mesa's shift to Gallium3D. ReactOS evaluated software and LLVM-based rasterizer options, each with performance, completeness, hardware, or build-process limitations.

### Source excerpt

OpenGL The ReactOS project has relied on the Mesa Project for OpenGL 3D graphics for a long time, but unfortunately the code needed by ReactOS is no longer maintained by Mesa. Actual rendering involves a chain of components, one of which is the called the installable client driver. The ICD is for the most part bundled with the graphics card driver, though it can also be a driver that performs rendering completely in software.

## Building Ogre3D from Sources on Fedora 15

DevFeed: [Building Ogre3D from Sources on Fedora 15](<https://devfeed.tech/articles/building-ogre3d-from-sources-on-fedora-15-40660.md>)

Original publisher: [Read original article](<https://radek.io/posts/building-ogre3d-from-sources-on-fedora-15/>)

Published: 2011-08-10T00:00:00Z

Content type: tutorial

Language: en

Sources: [Radek Pazdera](<https://devfeed.tech/sources/radek-pazdera.md>)

Topics: [3D rendering](<https://devfeed.tech/topics/3d-rendering.md>), [Fedora](<https://devfeed.tech/topics/fedora.md>), [CMake](<https://devfeed.tech/topics/cmake.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>), [Library](<https://devfeed.tech/topics/library.md>)

Tags: [3d-rendering](<https://devfeed.tech/tags/3d-rendering.md>), [build](<https://devfeed.tech/tags/build.md>), [cmake](<https://devfeed.tech/tags/cmake.md>), [fedora](<https://devfeed.tech/tags/fedora.md>), [library](<https://devfeed.tech/tags/library.md>), [opengl](<https://devfeed.tech/tags/opengl.md>)

### AI overview

A walkthrough for building the Ogre 3D rendering engine from source on Fedora GNU/Linux or similar RPM-based distributions. It covers installing CMake and dependencies, configuring source and build directories, generating build files, compiling the library, and installing it.

### Source excerpt

I build software products and write on the Internet.

## How to Setup Android 2.3 (Gingerbread) in Eclipse, including the Galaxy Tab SDK

DevFeed: [How to Setup Android 2.3 (Gingerbread) in Eclipse, including the Galaxy Tab SDK](<https://devfeed.tech/articles/how-to-setup-android-2-3-gingerbread-in-eclipse-including-the-galaxy-tab-sdk-31816.md>)

Original publisher: [Read original article](<https://www.metachris.dev/2010/12/how-to-setup-android-2-3-gingerbread-in-eclipse-including-the-galaxy-tab-sdk/>)

Author: Chris Hager

Published: 2010-12-06T00:00:00Z

Content type: tutorial

Language: en

Sources: [Chris Hager](<https://devfeed.tech/sources/chris-hager.md>)

Topics: [Android](<https://devfeed.tech/topics/android.md>), [SDKs](<https://devfeed.tech/topics/sdks.md>), [API](<https://devfeed.tech/topics/api.md>)

Tags: [android](<https://devfeed.tech/tags/android.md>), [emulator](<https://devfeed.tech/tags/emulator.md>), [how-to](<https://devfeed.tech/tags/how-to.md>), [installation](<https://devfeed.tech/tags/installation.md>), [opengl](<https://devfeed.tech/tags/opengl.md>), [release](<https://devfeed.tech/tags/release.md>), [sdk](<https://devfeed.tech/tags/sdk.md>), [setup](<https://devfeed.tech/tags/setup.md>)

### AI overview

A tutorial for setting up Android 2.3 (Gingerbread, API Level 9) in Eclipse, including updating the Android plugin, installing the API Level 9 SDK, and creating a new emulator. It also summarizes the release's developer-facing updates.

### Source excerpt

Today Android version 2.3 (Gingerbread, API Level 9) was released, including an updated Android plugin for Eclipse and the API Level 9 SDK. The release includes some very welcome updates for both users and developers, including better text selection tools, access to more sensor data, improved garbage collection, updated video drivers for better OpenGL performance, a new media framework including VP8 video compression, WebM video container format, AAC audio encoding and AMR wideband encoding.

## ReactOS 0.3.4 Release, Gaming Progress, Bootloader Advances, and ARM Port

DevFeed: [ReactOS 0.3.4 Release, Gaming Progress, Bootloader Advances, and ARM Port](<https://devfeed.tech/articles/newsletter-37-32903.md>)

Original publisher: [Read original article](<https://reactos.org/blogs/newsletter-37/>)

Published: 2008-02-07T00:00:00Z

Content type: news

Language: en

Sources: [Front Page on ReactOS Website](<https://devfeed.tech/sources/front-page-on-reactos-website.md>)

Topics: [ReactOS](<https://devfeed.tech/topics/reactos.md>), [Development](<https://devfeed.tech/topics/development.md>), [Open Source](<https://devfeed.tech/topics/open-source.md>), [DirectX](<https://devfeed.tech/topics/directx.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>), [Windows](<https://devfeed.tech/topics/windows.md>), [Arm](<https://devfeed.tech/topics/arm.md>)

Tags: [arm](<https://devfeed.tech/tags/arm.md>), [boot](<https://devfeed.tech/tags/boot.md>), [bootloader](<https://devfeed.tech/tags/bootloader.md>), [directx](<https://devfeed.tech/tags/directx.md>), [free](<https://devfeed.tech/tags/free.md>), [mobile](<https://devfeed.tech/tags/mobile.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [opengl](<https://devfeed.tech/tags/opengl.md>), [os](<https://devfeed.tech/tags/os.md>), [react](<https://devfeed.tech/tags/react.md>), [reactos](<https://devfeed.tech/tags/reactos.md>), [release](<https://devfeed.tech/tags/release.md>), [win32](<https://devfeed.tech/tags/win32.md>), [winapi](<https://devfeed.tech/tags/winapi.md>)

### AI overview

This ReactOS newsletter covers the 0.3.4 release, reported speed improvements, gaming compatibility progress through DirectX, a bootloader that can boot Windows Server 2003 without its native loader, and preparations for an ARM port.

### Source excerpt

0.3.4 Release 0.3.4 was released a few weeks back. While it has seen some major improvements, the mouse/keyboard bug wasn't completely squashed in the release. However, it has been fixed in trunk by Aleksey, so all of you can stop complaining about it. On the other hand, people are reporting some major speed increases with this release. Thomas Bluemel's work on the desktop heap and Jim Tabor's work in deferring switchs between user and kernel mode seem to be paying off.

## Newsletter 34

DevFeed: [Newsletter 34](<https://devfeed.tech/articles/newsletter-34-32900.md>)

Original publisher: [Read original article](<https://reactos.org/blogs/newsletter-34/>)

Published: 2007-11-19T00:00:00Z

Content type: article

Language: en

Sources: [Front Page on ReactOS Website](<https://devfeed.tech/sources/front-page-on-reactos-website.md>)

Topics: [ReactOS](<https://devfeed.tech/topics/reactos.md>), [Operating system](<https://devfeed.tech/topics/operating-system.md>), [client](<https://devfeed.tech/topics/client.md>), [WINE](<https://devfeed.tech/topics/wine.md>), [win32](<https://devfeed.tech/topics/win32.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>)

Tags: [changes](<https://devfeed.tech/tags/changes.md>), [client](<https://devfeed.tech/tags/client.md>), [code](<https://devfeed.tech/tags/code.md>), [compatibility](<https://devfeed.tech/tags/compatibility.md>), [components](<https://devfeed.tech/tags/components.md>), [desktop](<https://devfeed.tech/tags/desktop.md>), [dialog](<https://devfeed.tech/tags/dialog.md>), [free](<https://devfeed.tech/tags/free.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [kernel](<https://devfeed.tech/tags/kernel.md>), [newsletter](<https://devfeed.tech/tags/newsletter.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [opengl](<https://devfeed.tech/tags/opengl.md>), [os](<https://devfeed.tech/tags/os.md>), [react](<https://devfeed.tech/tags/react.md>), [reactos](<https://devfeed.tech/tags/reactos.md>), [win32](<https://devfeed.tech/tags/win32.md>), [winapi](<https://devfeed.tech/tags/winapi.md>), [wine](<https://devfeed.tech/tags/wine.md>)

### AI overview

ReactOS Newsletter 34 reports development changes including the inclusion of the mstsc.exe remote desktop utility, C++ exception fixes in the C runtime, Shell32 improvements, and performance work in win32k.

### Source excerpt

A rare joint newsletter between Samuel and I. General Changes Some people have already noticed the inclusion of a new remote desktop utility, mstsc.exe, by Ged. Some asked why include this new tool when there is already such a client in SVN, albeit incomplete. The reasoning is simple. The author of the old client has been gone a while and Ged is not familiar with his code, so he chose to use something else.

## ReactOS Status Update

DevFeed: [ReactOS Status Update](<https://devfeed.tech/articles/reactos-status-update-33230.md>)

Original publisher: [Read original article](<https://reactos.org/project-news/reactos-status-update/>)

Published: 2007-11-14T00:00:00Z

Content type: release

Language: en

Sources: [Front Page on ReactOS Website](<https://devfeed.tech/sources/front-page-on-reactos-website.md>)

Topics: [ReactOS](<https://devfeed.tech/topics/reactos.md>), [Kernel](<https://devfeed.tech/topics/kernel.md>), [Hardware](<https://devfeed.tech/topics/hardware.md>), [USB](<https://devfeed.tech/topics/usb.md>), [win32](<https://devfeed.tech/topics/win32.md>), [WINE](<https://devfeed.tech/topics/wine.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>), [FOSDEM](<https://devfeed.tech/topics/fosdem.md>)

Tags: [bugfixes](<https://devfeed.tech/tags/bugfixes.md>), [free](<https://devfeed.tech/tags/free.md>), [hardware](<https://devfeed.tech/tags/hardware.md>), [kernel](<https://devfeed.tech/tags/kernel.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [opengl](<https://devfeed.tech/tags/opengl.md>), [os](<https://devfeed.tech/tags/os.md>), [react](<https://devfeed.tech/tags/react.md>), [reactos](<https://devfeed.tech/tags/reactos.md>), [release](<https://devfeed.tech/tags/release.md>), [software](<https://devfeed.tech/tags/software.md>), [update](<https://devfeed.tech/tags/update.md>), [usb](<https://devfeed.tech/tags/usb.md>), [win32](<https://devfeed.tech/tags/win32.md>), [winapi](<https://devfeed.tech/tags/winapi.md>)

### AI overview

A November 2007 ReactOS status update describes kernel, driver, Win32 subsystem, and library improvements since the 0.3.3 release. It reports bug fixes, better hardware and application compatibility, and progress toward the planned 0.3.4 release.

### Source excerpt

Status Update ReactOS had quite a few major improvements since the last 0.3.3 release, and I feel this needs to be given a special attention. Kernel First of all, the kernel gets mostly bugfixes in all areas, especially which haven't been touched for a long time (Cache controller, for example), leading to great improvements in compatibility+stability. A number of issues with Win32 applications crashing went away. Drivers Then, drivers. Input stack was rewritten to be plug'n'play compatible, USB is on its way to be PnPised, PCI bus driver bugfixed resulting in better hardware support.