Graphics Pipeline and Rendering Technologies
High framerates, smooth animations, and quality display are key to user interaction. Igalia has years of experience building and optimizing many different parts of the graphics stack.
Companies developing software for mobile, embedded or desktop environments often find the graphics and rendering software stack to be one of their greatest challenges. The most successful devices and software platforms have optimized, frictionless user experience, including fast rendering and fluid touch interfaces.
At Igalia we have been creating high performance user interfaces and middleware for the past decade. Along the way, we've built accelerated compositors, eliminated hardware bottlenecks, optimized rendering of web browsers, and perfected font display.
Open source work is a part of our company culture, so we are long time contributors to and integrators of toolkits and APIs like Mesa, OpenGL, GTK+, EFL, Qt, Clutter/Cogl and Wayland. Some of our work includes:
- Implementation of new standards such as WebGL and WebAudio, multimedia acceleration and GStreamer integration in WebKit
- Maintenance of GStreamer support in WebKit
- Accelerated large drop-shadows in web engines
- Building cross-process graphics architectures and compositors for projects like WebKit2
We can help you ensure that your users have a compelling experience powered by an optimized graphics software stack.
- HTML acceleration
- Graphical toolkits
- Graphical libraries
- Accelerated Rendering
- Accelerated Compositing
In this post I’ll discuss how I setup and render terrain mesh in the OpenGL terrain rendering demo. Most of the relevant code for this is in the ter-terrain.cpp file. Setting up a grid of vertices Unless you know how … Continue reading →
It has been a long time indeed since my last entry here. But I have actually been quite busy on a new adventure: graphics driver development. Two years ago I started contributing to Mesa, mostly to the Intel i965 backend, as a member of the Igalia...
I have been quite busy with various things in the last few weeks, but I have finally found some time to clean up and upload the code of the OpenGL terrain render demo to Github. Since this was intended as … Continue reading →
Lately I have been working on a simple terrain OpenGL renderer demo, mostly to have a playground where I could try some techniques like shadow mapping and water rendering in a scenario with a non trivial amount of geometry, and … Continue reading...
Changes During the last year and something, my work at Igalia was focused on the Intel i965 driver for Mesa, the open source OpenGL implementation. Iago and Samuel were working for some time, then joined Edu and Antía, and then I joined myself, as the...
Signed-off-by: Andres Gomez (cherry picked from commit 6cb65ce2d3689ae7f692f8cf08559109037dd74e)Andrés Gómez29/04/2017
It helps to find the envvar option you are looking for. Signed-off-by: Samuel Iglesias Gonsálvez Reviewed-by: Iago Toral QuirogaSamuel Iglesias20/04/2017
This is already invoked in the following VG_NOACCESS_READ() call. Reviewed-by: Jason EkstrandJuan A. Suárez11/04/2017
Signed-off-by: Andres GomezAndrés Gómez01/04/2017
Signed-off-by: Andres Gomez (cherry picked from commit 71d2f05a9e831af04ea26dd8c975d285e0b964ec)Andrés Gómez01/04/2017