# OpenGL

OpenGL is a cross-platform 2D and 3D graphics API that enables developers to create high-performance graphics applications.

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## Mesa 26.3 RADV + RadeonSI Ready With DRM Format Modifiers For Older AMD GPUs

DevFeed: [Mesa 26.3 RADV + RadeonSI Ready With DRM Format Modifiers For Older AMD GPUs](<https://devfeed.tech/articles/mesa-26-3-radv-radeonsi-ready-with-drm-format-modifiers-for-older-amd-gpus-12419.md>)

Original publisher: [Read original article](<https://www.phoronix.com/news/Mesa-26.3-GFX6-GFX8-Modifiers>)

Author: Michael Larabel

Published: 2026-09-10T21:19:11Z

Content type: news

Language: en

Sources: [Phoronix](<https://devfeed.tech/sources/phoronix.md>)

Topics: [Linux](<https://devfeed.tech/topics/linux.md>), [Wayland](<https://devfeed.tech/topics/wayland.md>), [interoperability](<https://devfeed.tech/topics/interoperability.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>), [Git](<https://devfeed.tech/topics/git.md>)

Tags: [amd](<https://devfeed.tech/tags/amd.md>), [apis](<https://devfeed.tech/tags/apis.md>), [desktop-linux](<https://devfeed.tech/tags/desktop-linux.md>), [git](<https://devfeed.tech/tags/git.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [interoperability](<https://devfeed.tech/tags/interoperability.md>), [linux](<https://devfeed.tech/tags/linux.md>), [linux-benchmarking](<https://devfeed.tech/tags/linux-benchmarking.md>), [linux-hardware-benchmarks](<https://devfeed.tech/tags/linux-hardware-benchmarks.md>), [linux-hardware-reviews](<https://devfeed.tech/tags/linux-hardware-reviews.md>), [linux-how-to](<https://devfeed.tech/tags/linux-how-to.md>), [linux-performance](<https://devfeed.tech/tags/linux-performance.md>), [linux-server-benchmarks](<https://devfeed.tech/tags/linux-server-benchmarks.md>), [open-source-graphics](<https://devfeed.tech/tags/open-source-graphics.md>), [performance](<https://devfeed.tech/tags/performance.md>), [phoronix](<https://devfeed.tech/tags/phoronix.md>), [phoronix-test-suite](<https://devfeed.tech/tags/phoronix-test-suite.md>), [ubuntu-benchmarks](<https://devfeed.tech/tags/ubuntu-benchmarks.md>), [ubuntu-hardware](<https://devfeed.tech/tags/ubuntu-hardware.md>), [vulkan](<https://devfeed.tech/tags/vulkan.md>)

### AI overview

Mesa 26.3 has merged the Mesa-side support needed for RADV and RadeonSI to use DRM format modifiers on older AMD GFX6 through GFX8 GPUs. The Linux 7.3 kernel cycle adds the corresponding AMDGPU support, enabling improved buffer-layout handling for tiling, compression, performance, and interoperability.

### Source excerpt

Coming with Linux 7.3 is DRM format modifiers for GFX6 through GFX8 era GPUs covering the original Raddeon HD 7000 (GCN 1.0) graphics cards up through the Polaris and Fiji series. This work by Valve's Timur Kristóf is necessary for these older GPUs to support Vulkan-based Wayland compositors, better interoperability between OpenGL and Vulkan or other APis, compositors running on the Zink OpenGL-on-Vulkan driver implementation, and other benefits. Now merged for Mesa 26.3 is the RadeonSI and RADV user-space side support for making use of the format modifiers on these older GPUs...

## 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.

## Java To Native Linux App: One 5MB Binary, x64 And Arm

DevFeed: [Java To Native Linux App: One 5MB Binary, x64 And Arm](<https://devfeed.tech/articles/java-to-native-linux-app-one-5mb-binary-x64-and-arm-19341.md>)

Original publisher: [Read original article](<https://www.codenameone.com/blog/java-to-a-native-linux-app/>)

Author: Shai Almog

Published: 2026-06-20T00:00:00Z

Content type: tutorial

Language: en

Sources: [CodeName One](<https://devfeed.tech/sources/codename-one.md>)

Topics: [Linux](<https://devfeed.tech/topics/linux.md>), [Java](<https://devfeed.tech/topics/java.md>), [App](<https://devfeed.tech/topics/app.md>), [Arm](<https://devfeed.tech/topics/arm.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>)

Tags: [arm](<https://devfeed.tech/tags/arm.md>), [glibc](<https://devfeed.tech/tags/glibc.md>), [java](<https://devfeed.tech/tags/java.md>), [linux](<https://devfeed.tech/tags/linux.md>), [native](<https://devfeed.tech/tags/native.md>), [port](<https://devfeed.tech/tags/port.md>)

### AI overview

This article explains Codename One's native Linux desktop port. ParparVM translates Java and Kotlin bytecode to C, which is compiled into a self-contained ELF binary without requiring a JVM on the target machine. It describes the GTK-based rendering stack, native integrations, packaging approach, dependencies, and support for x64, arm64, and musl-based Alpine Linux.

### Source excerpt

The new native Linux port compiles your Java to a single self-contained ELF through ParparVM and GTK3, with no JVM on the target machine. It runs on an ancient universal glibc, supports musl for Alpine, and ships for both x64 and arm64.

## 3D Graphics Without Writing Shaders: The Portable GPU API

DevFeed: [3D Graphics Without Writing Shaders: The Portable GPU API](<https://devfeed.tech/articles/3d-graphics-without-writing-shaders-the-portable-gpu-api-19440.md>)

Original publisher: [Read original article](<https://www.codenameone.com/blog/portable-3d-graphics-api/>)

Author: Shai Almog

Published: 2026-06-13T00:00:00Z

Content type: article

Language: en

Sources: [CodeName One](<https://devfeed.tech/sources/codename-one.md>)

Topics: [3D graphics](<https://devfeed.tech/topics/3d-graphics.md>), [API](<https://devfeed.tech/topics/api.md>), [Java](<https://devfeed.tech/topics/java.md>), [GPU](<https://devfeed.tech/topics/gpu.md>), [shaders](<https://devfeed.tech/topics/shaders.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>), [WebGL](<https://devfeed.tech/topics/webgl.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [3d-graphics](<https://devfeed.tech/tags/3d-graphics.md>), [api](<https://devfeed.tech/tags/api.md>), [code](<https://devfeed.tech/tags/code.md>), [cross-platform](<https://devfeed.tech/tags/cross-platform.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [java](<https://devfeed.tech/tags/java.md>), [shaders](<https://devfeed.tech/tags/shaders.md>), [software](<https://devfeed.tech/tags/software.md>), [webgl](<https://devfeed.tech/tags/webgl.md>)

### AI overview

The article describes Codename One's com.codename1.gpu API, which lets applications render portable 3D graphics from one Java codebase across Metal, OpenGL ES, WebGL, Direct3D 11, and a software rasterizer. Developers describe materials while platform-specific generators produce the shader code.

### Source excerpt

The new com.codename1.gpu API renders the same Java code through Metal, OpenGL ES, WebGL, Direct3D 11, and a software rasterizer. You describe materials and the engine generates the shaders for each platform.

## Native Java Win32, 3D Gaming, Printing and Wallet

DevFeed: [Native Java Win32, 3D Gaming, Printing and Wallet](<https://devfeed.tech/articles/native-java-win32-3d-gaming-printing-and-wallet-19393.md>)

Original publisher: [Read original article](<https://www.codenameone.com/blog/native-java-win32-3d-gaming-printing-and-wallet/>)

Author: Shai Almog

Published: 2026-06-12T00:00:00Z

Content type: release

Language: en

Sources: [CodeName One](<https://devfeed.tech/sources/codename-one.md>)

Topics: [Windows](<https://devfeed.tech/topics/windows.md>), [3D graphics](<https://devfeed.tech/topics/3d-graphics.md>), [Game Development](<https://devfeed.tech/topics/game-development.md>), [cross-platform](<https://devfeed.tech/topics/cross-platform.md>), [API](<https://devfeed.tech/topics/api.md>), [GPU](<https://devfeed.tech/topics/gpu.md>), [WebGL](<https://devfeed.tech/topics/webgl.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>)

Tags: [3d-graphics](<https://devfeed.tech/tags/3d-graphics.md>), [api](<https://devfeed.tech/tags/api.md>), [core](<https://devfeed.tech/tags/core.md>), [cross-platform](<https://devfeed.tech/tags/cross-platform.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [java](<https://devfeed.tech/tags/java.md>), [webgl](<https://devfeed.tech/tags/webgl.md>), [win32](<https://devfeed.tech/tags/win32.md>)

### AI overview

Codename One version 7.0.251 adds native Windows executables without a JVM, a portable GPU-accelerated 3D graphics API, a game development API with Box2D physics, cross-platform printing, and Apple Wallet support. The 3D API targets Metal, OpenGL ES, WebGL, Direct3D 11, and a simulator rasterizer from shared Java code.

### Source excerpt

This week brings native Windows executables with no JVM, a portable 3D graphics API, a gaming API with Box2D physics, cross-platform printing, and Apple Wallet support, in what is probably our biggest update ever.

## 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.

## Introducing Skia Graphite: Chrome's rasterization backend for the future

DevFeed: [Introducing Skia Graphite: Chrome's rasterization backend for the future](<https://devfeed.tech/articles/introducing-skia-graphite-chrome-s-rasterization-backend-for-the-future-4195.md>)

Original publisher: [Read original article](<https://blog.chromium.org/2025/07/introducing-skia-graphite-chromes.html>)

Author: Chromium Blog (noreply@blogger.com)

Published: 2025-07-08T17:46:00Z

Content type: article

Language: en

Sources: [Chromium Blog](<https://devfeed.tech/sources/chromium-blog.md>)

Topics: [Chrome](<https://devfeed.tech/topics/chrome.md>), [GPU](<https://devfeed.tech/topics/gpu.md>), [Interaction to Next Paint](<https://devfeed.tech/topics/interaction-to-next-paint.md>), [browser](<https://devfeed.tech/topics/browser.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>), [shaders](<https://devfeed.tech/topics/shaders.md>), [Web](<https://devfeed.tech/topics/web.md>), [glsl](<https://devfeed.tech/topics/glsl.md>)

Tags: [chrome](<https://devfeed.tech/tags/chrome.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [graphics-apis](<https://devfeed.tech/tags/graphics-apis.md>), [interaction-to-next-paint](<https://devfeed.tech/tags/interaction-to-next-paint.md>), [multithreading](<https://devfeed.tech/tags/multithreading.md>), [none](<https://devfeed.tech/tags/none.md>), [performance](<https://devfeed.tech/tags/performance.md>), [render](<https://devfeed.tech/tags/render.md>), [screen](<https://devfeed.tech/tags/screen.md>), [shaders](<https://devfeed.tech/tags/shaders.md>), [the-fast-and-the-curious](<https://devfeed.tech/tags/the-fast-and-the-curious.md>), [vulkan](<https://devfeed.tech/tags/vulkan.md>), [web](<https://devfeed.tech/tags/web.md>)

### AI overview

The article introduces Skia Graphite, a new GPU rasterization backend for Chrome on Apple Silicon Macs. Graphite uses fewer code paths, supports modern graphics APIs such as Metal, Vulkan, and D3D12, and is multithreaded by default. It improved Motionmark 1.3 scores by almost 15% on a MacBook Pro M3 and improved several real-world performance metrics.

### Source excerpt

Today's The Fast and the Curious post covers the launch of Skia's new rasterization backend, Graphite, in Chrome on Apple Silicon Macs. Graphite is instrumental in helping Chrome achieve exceptional scores on Motionmark 1.3 and is key to unlocking a ton of future improvements in Chrome Graphics. A brief history of Skia in Chrome In Chrome, Skia is used to render paint commands from Blink and the browser UI into pixels on your screen, a process called rasterization. Skia has powered Chrome Graphics since the very beginning. Skia eventually ran into performance issues as the web evolved and became more complex, which led Chrome and Skia to invest in a GPU accelerated rasterization backend called Ganesh. Over the years, Ganesh matured into a solid highly performant rasterization backend and GPU rasterization launched on all platforms in Chrome on top of GL (via ANGLE on Windows D3D9/11). However, Ganesh always had a GL-centric design with too many specialized code paths and the team was hitting a wall when trying to implement optimizations that took advantage of modern graphics APIs in a principled manner. This set the stage for the team to rethink GPU rasterization from the ground up in the form of a new rasterization backend, Graphite. Graphite was developed from the start to be principled by having fewer and more comprehensible code paths. This forward looking design helps take advantage of modern graphics APIs like Metal, Vulkan and D3D12 and paradigms like compute based path rasterization, and is multithreaded by default. Results With Graphite in Chrome, we increased our Motionmark 1.3 scores by almost 15% on a Macbook Pro M3. At the same time, we improved real world metrics like INP (interaction to next paint time), LCP (time to largest contentful paint), graphics smoothness (percent dropped frames), GPU process malloc memory usage, and others. This all means substantially smoother interactions, less stutter when scrolling, and less time waiting for sites to show

## 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.

## 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.

## Flap Hero Code Review

DevFeed: [Flap Hero Code Review](<https://devfeed.tech/articles/flap-hero-code-review-21019.md>)

Original publisher: [Read original article](<https://preshing.com/20201210/flap-hero-code-review>)

Author: Jeff Preshing

Published: 2020-12-10T20:23:00Z

Content type: article

Language: en

Sources: [Jeff Preshing](<https://devfeed.tech/sources/jeff-preshing.md>)

Topics: [C++](<https://devfeed.tech/topics/c-plus-plus.md>), [Code](<https://devfeed.tech/topics/code.md>), [Game engine](<https://devfeed.tech/topics/game-engine.md>), [Framework](<https://devfeed.tech/topics/framework.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>), [GitHub](<https://devfeed.tech/topics/github.md>), [Android](<https://devfeed.tech/topics/android.md>), [iOS](<https://devfeed.tech/topics/ios.md>), [Linux](<https://devfeed.tech/topics/linux.md>), [macOS](<https://devfeed.tech/topics/macos.md>)

Tags: [android](<https://devfeed.tech/tags/android.md>), [architecture](<https://devfeed.tech/tags/architecture.md>), [build](<https://devfeed.tech/tags/build.md>), [c-plus-plus](<https://devfeed.tech/tags/c-plus-plus.md>), [code](<https://devfeed.tech/tags/code.md>), [framework](<https://devfeed.tech/tags/framework.md>), [general](<https://devfeed.tech/tags/general.md>), [github](<https://devfeed.tech/tags/github.md>), [ios](<https://devfeed.tech/tags/ios.md>), [linux](<https://devfeed.tech/tags/linux.md>), [macos](<https://devfeed.tech/tags/macos.md>)

### AI overview

This code review examines Flap Hero, a small C++ game built without an existing game engine. It explains the project's architecture, reusable modules, dependencies, gameplay state management, platform-specific projects, and deliberately limited subsystem design. The article also discusses the use of Plywood, OpenGL, and advanced C++ features in lower-level modules.

### Source excerpt

Flap Hero is a small game written entirely in C++ without using an existing game engine. All of its source code is available on GitHub. I think it can serve as an interesting resource for novice and intermediate game developers to study. In this post, I'll explain how Flap Hero's code is organized, how it differs from larger game projects, why it was written that way, and what could have been done better. Very little information in this post is specific to C++. Most of it would still be relevant if Flap Hero was written in another language like C#, Rust or plain C. That said, if you browse (or build) the source code, you will need some fluency in C++. Learn C++ and Learn OpenGL are two great resources for beginners. For the most part, Flap Hero's source code sticks to a fairly straightforward subset of C++, but the deeper you go into its low-level modules (like runtime), the more you'll encounter advanced C++ features like templates and SFINAE. General Architecture Flap Hero was developed using Plywood, a C++ framework that helps organize code into reusable modules. Each yellow box in the diagram below represents a Plywood module. The blue arrows represent dependencies. platform runtime image math plywood repo flapGame glfwFlap GameFlow.cpp GameState.cpp Collision.cpp Text.cpp FlapHero repo Public.h glfw soloud glad assimp Main.cpp iOS project Android project iOS project iOS project Windows,Linux& macOS Assets.cpp GLHelpers.cpp The biggest chunk of Flap Hero's game code is located in the flapGame module, which contains roughly 6400 physical lines of code. The two most important source files in the flapGame module are GameFlow.cpp and GameState.cpp. All the state for a single gameplay session is held inside a single GameState object. This object is, in turn, owned by a GameFlow object. The GameFlow can actually own two GameState objects at a given time, with both gameplay sessions updating concurrently. This is used to achieve an animated "split screen" effect during

## 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 ->

## Open Sourcing Viewfinder

DevFeed: [Open Sourcing Viewfinder](<https://devfeed.tech/articles/open-sourcing-viewfinder-15793.md>)

Original publisher: [Read original article](<https://developer.squareup.com/blog/open-sourcing-viewfinder>)

Author: Square Engineering

Published: 2014-05-05T16:06:00Z

Content type: release

Language: en

Sources: [Square Corner Blog RSS Feed](<https://devfeed.tech/sources/square-corner-blog-rss-feed.md>)

Topics: [Open Source](<https://devfeed.tech/topics/open-source.md>), [Android](<https://devfeed.tech/topics/android.md>), [iOS](<https://devfeed.tech/topics/ios.md>), [Mobile](<https://devfeed.tech/topics/mobile.md>), [amazon](<https://devfeed.tech/topics/amazon.md>), [Database](<https://devfeed.tech/topics/database.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>), [Code](<https://devfeed.tech/topics/code.md>), [JSON Schema](<https://devfeed.tech/topics/json-schema.md>), [Xcode](<https://devfeed.tech/topics/xcode.md>)

Tags: [android](<https://devfeed.tech/tags/android.md>), [dynamodb](<https://devfeed.tech/tags/dynamodb.md>), [engineering](<https://devfeed.tech/tags/engineering.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [ios](<https://devfeed.tech/tags/ios.md>), [mobile](<https://devfeed.tech/tags/mobile.md>), [open](<https://devfeed.tech/tags/open.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [xcode](<https://devfeed.tech/tags/xcode.md>)

### AI overview

Square released the complete Viewfinder server and iOS and Android app source code, comprising more than 250,000 lines. The release is intended as a resource for others, but the team will not provide support or bug fixes.

### Source excerpt

More than 250,000 lines of code released.

## 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.

## 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.

## 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.