Longer term, this work also positions us for Vulkan support – and should make it easier to integrate Triton into Vulkan applications that expose an OpenGL context in the short term.
The Triton 3.81 update in July was a larger update, which included tweaks to the wake and spray effects, and the beginnings of our support of OpenGL 4.5 features such as a fully bindless pipeline option.Īt a high level, we rolled out some visual improvements in Triton 3.81, and are now focusing on performance improvements and modernizing Triton to take advantage of today’s GPU’s and drivers. We also recently fixed a crash that could happen with tidal stream objects. UBO’s are not enabled by default in 3.83, but they will be the default option in Triton 4.0. The current release of Triton, 3.83, includes a few bug fixes we uncovered related to Uniform Buffer Objects (UBO’s) and wakes and decals. This work has been merged into our mainline at this point, and is getting some final polish before we roll it out as “Triton 4.0.”
A side effect of this work is eliminating more stalls and making Triton even faster and fully bindless – but most importantly, it will allow you to integrate Triton into applications that must render multiple views in parallel without blocking. Let’s do a quick overview of recent updates to both the SilverLining 3D Cloud, Sky, and Weather SDK and the Triton Ocean SDK: Triton:Ī ton of work has been happening in an internal branch of Triton to make it fully thread-safe, and compatible with OpenGL 4.5. It’s been awhile since we’ve posted here, but that doesn’t mean we’re not busy! We did lose a couple of weeks from the impact of Hurricane Irma on our office here in Orlando, but we’re back in business now.