 just call me Chris if you want. So I want to torture you with saying this. My first time at LGM was in 2014. It was in Leipzig. I'm a long time contributor to Inkscape and a board member, but today I put on a different path because recently I've been working for this pretty obscure company. Not sure if anybody heard about this. Oh, sorry. I'm working on a pretty interesting project. It's called Google Cardboard because it's made of cardboard. You have this cardboard box with the pair of lenses you put in your phone and it turns into a virtual reality viewer. And part of what makes that possible is a pretty cool library called Google Ion. So the tagline for this library is a portable OpenGL made easy. But why exactly would you care to use it? What was the motivation for having something like this? What was the added value? So the main added value of this library is that it abstracts all the differences between desktop OpenGL, OpenGL ES that's available on mobile platforms like phones or tablets and WebGL. So you can also use it in the browser. We target, let's say, do we have Windows phone users here? Anyone? Okay, I see one person, so you're out of luck unfortunately because that's the only mainstream platform you don't support. Internally, we have continued builds for iOS, Android, OS X, Ubuntu, Windows, and I'm pretty sure it works on almost anything that cuts the reasonable geo-implementation the C++ compiler and the POSIX API. I'm only not sure about Wayland status, but it shouldn't be much work to add it. And what are some of the advantages? It's pretty lightweight. It's less than half of my computer binary size, which is probably not a big deal on the desktop, but on mobile, it's very important, especially since, let's say, in Android, you have to put all your libraries in an AD game. It has pretty good test coverage, so you can avoid mishaps like that. I would say there's more test code than actual code in the repository. And what's pretty cool about this is it has a pretty extensive remote interface for debugging. So I will show you what it looks like in a minute. And it's already used in the wild, the battle tested, and we use it in many Google projects, so the chances of it going away are very, very small. It's available under the Apache 2.0 license, which, as you probably know, is compatible with the GPL version three, so there should be no licensing problems in using open source projects. Are there any downsides? Of course there are. The first downside is that we are mainly mobile oriented and desktop is a secondary concern, so some features that are only available in desktop open geostars are not supported in the library. The build system for the open source version is a bit rough in a few places because it's different from our internal build system, but I hope we'll get there. There's no releases to speak of because we have this philosophy that we don't really believe in releases. Ideally you should be able to pick any comment and just use it without problems, and there's some overlap with what's already standard in C++ 11, because this project started before C++ 11 was widespread. And now hopefully there will be a short demo. So this is a sample application. It demonstrates the signed distance build-based text render that's inside Ion. And now for the cool part, I'm going to open a browser and go to localhost1234. Here I have a few settings. So I'm going to pin this to the front. I can change a few settings. I can change the text here, the updates. I can now, some more debugging features. I can see what the OpenGL implementations, what the OpenGL implementation reports to me. It's pretty crowded here, but for instance, here are all the GL extensions that are available, all the limits, like textures, maximum texture size, GL version, GLSL version, and so on. I can also see all the resources used by the program, like all the buffers that are created by the application. There are no frame buffers. I can also see programs, textures, vertex arrays, and so on. I can also trace frames. This is based on what GL calls are made. And this all works over the network, so you can also use this with Android devices. You can plug in your Android phone, compile an ion application, and depart this using the same interface you would use for a desktop application. You could even conceivably do this remotely over the network because you just use a standard TCP. You can also see the node graph here, and you can even edit shaders. The shader is different. Yeah, so that's pretty much it. I don't know why it doesn't want to go into presentation mode, but never mind. Okay, and I hope we have like one or two minutes for maybe four questions. Thank you. The presentation, the language bindings available for this library. So the library is in C++ 11. For now, there are no bindings, but I guess it would be pretty simple to generate them with something like a sweep. But so far, but when it comes to us, we don't provide any language bindings besides C++ 11, but we do support doing things. We do support things like Nscripten and AS and JS, so you can even use ion in the browser.