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Very Simple OpenGL Information Lib – OpenGL has a rich set of functions to query its state. It is possible to get information on just about anything, from which shaders are attached to a program, to the values of uniforms, or the properties of the textures currently bound.

However, it is also true, that to get some of this information a lot of code is required. When debugging, we end up writing code to access this and that information over and over again.

This lib attempts to provide all the information with a minimal effort to the developer, for textures, buffers, GLSL programs, shaders, and variables, and a few more items.

Two more libs are available in the VS*L framework. With these new additions it is possible to use Assimp to load 3D models, and render them with core OpenGL. The libs store the meshes in VAOs, and use VSShaderLib and VSMathLib to simplify the rendering with shaders with almost any uniform variable configuration.

Shaders are the core of the rendering process. OpenGL core profile requires us to provide our own shaders, no more fixed function.

Using shaders means more flexibility, but it also implies more work. This is where this lib steps in.

VSShaderLib was designed to make our life easier. It allows to create programs, load shaders from files, associate vertex attribute names with locations, and work with uniforms, including uniforms in named blocks. It also provides access to the info logs.

Logging is one of those things that we keep doing when debugging. The Very Simple Log Library provides a very basic logging mechanism that can ouput to strings and files.

gDEBugger, by graphicRemedy, was a very powerful standalone tool (still available in here) for debugging OpenGL and OpenCL. It could tell you all about your VBOs, textures, uniform values, show stats on function calls, show deprecated usage function, you name it.

Now its back! This time it works inside Visual Studio 2010. It basically performs the same functions as before, but integrated in the programming environment of VS 2010.

The new AMD version is available in here.

Debugging is something we all do. It is one of those things we can’t escape…

Tools like Visual Studio are very powerful for debugging purposes and provide lots of debug options and information. However most of us don’t master these tools properly. If this is the case then you might want to take a look at this tutorial by Abhijit Jana.

VSPL has a new version which allows us to profile both the CPU and the GPU. To get the GPU times VSPL uses the OpenGL Time Queries. A short tutorial for the OpenGL Time Query is available in here.

GLView, OpenGL Extensions Viewer, had a problem with OpenGL 4.1 detection in Windows. This has been fixed in the new version 3.37.

The Kinect for Windows SDK beta is a programming toolkit for application developers. It enables the academic and enthusiast communities easy access to the capabilities offered by the Microsoft Kinect device connected to computers running the Windows 7 operating system.

The Kinect for Windows SDK beta includes drivers, rich APIs for raw sensor streams and human motion tracking, installation documents, and resource materials. It provides Kinect capabilities to developers who build applications with C++, C#, or Visual Basic by using Microsoft Visual Studio 2010.

In March, 2010, the Khronos group approved an extension to add timers to OpenGL. The version was 3.2. As of OpenGL 3.3 this functionality has become part of the specification.

As mention in the Very Simple Profile Library page, profiling is an essential technique to truly understand how to improve the performance of an application. Being able to get time measurements is important both in the development stage as well as during run-time after the application has been released. OpenGL Timer Queries allows us to profile the GPU. i.e. to determine the amount of time it takes to execute a command, or sequence of commands in the GPU.

A tutorial is available in here describing the OpenGL timer functions, showing how to use them, and describing a double buffer approach to prevent the application from being stalled while waiting for query results.

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