OpenGL Headline News
Amanith vector graphics library v0.3 adds SVG 1.2-compliant enhanced alpha compositing layer using t
Jan 30, 2006
The Amanith Framework is a cross-platform (Linux, Win32, MacOS X, FreeBSD and IRIX) open source C++ library for vector graphics. The new v0.3 adds a full SVG 1.2-compliant enhanced alpha compositing layer, supporting all 24 compositing operations (base and extended Porter-Duff) using the OpenGL API. This makes Amanith the first opensource and crossplatform library that supports all of them in hardware (15 of 24 are available also without fragment programs). In addition a full geometry caching system has been introduced to speed up all drawing tasks.
Category: Developers • Permalink
OSGEdit v0.6.1 enables OpenGL Shading Language editing with syntax highlighting
Jan 30, 2006
OSGEdit is a tool for editing OpenSceneGraph scenes for games, scientific applications and real-time simulations. The new v0.6.1 adds OpenGL Shading Language editing support with syntax highlighting, and improves usability in several ways like by extending the outliner tree to new OSG types.
Category: Developers • Permalink
3DLab’s OpenGL Shading Language demo program adds new shaders
Jan 27, 2006
3Dlabs has released an updated version of the popular OpenGL Shading Languge demo program. This version contains many of the shaders from the newly released second edition of the OpenGL Shading Language book from Addison-Wesley. Several additional shaders from the updated book are available as RenderMonkey files. Shader examples include hemispherical lighting, image-based lighting, and Ward’s BRDF model.
Category: Developers • Permalink
Magnum C++ OpenGL API-based 3D framework preview release with 3D viewer application
Jan 27, 2006
Magnum is an OpenGL API-based open source 3d graphics development framework for C++. It features a scene graph, a wide range of model importers (3DS, PLY, OBJ, OFF, MD2, MD3, MDS, LWO), OpenGL API-based GUI controls and support for both fixed function shaders and OpenGL 2.0 / OpenGL Shading Language shaders. The newest preview release includes a fast and lightweight 3d viewer application incorporating Phong shading, and is capable of handling models with millions of polygons by using VBOs and material sorting.
Category: Developers • Permalink
Sylphis3D v0.92 game engine with OpenGL Shading Language support, adds motion blur
Jan 27, 2006
Sylphis3D is a game engine with support for the OpenGL Shading Language and FBO, scripting, animation, and sound. The new v0.92 release adds motion blur.
Category: Developers • Permalink
Crystal Space 3D engine enables VBO extension by default to speedup objects with a large number of t
Jan 27, 2006
Crystal Space is an Open Source and portable 3D Engine which uses the OpenGL API for 3D acceleration. The new pseudo stable release of Crystal Space and CEL enables VBO (vertex buffer object) extension by default, adds MD2 and 3DS native import, improves the particle mesh, adds a new sound system and more.
Category: Developers • Permalink
Mandelbrot set rendering tutorial with the OpenGL Shading Language
Jan 26, 2006
This tutorial discusses how to use the GPU and the OpenGL Shading Language to render the Mandelbrot Set. An appproach based on GPGPU techniques is explained (stream processing) and a realtime interactive demo, using the Hyperion Demo-System, is provided as well as demo complete source code.
Category: Developers • Permalink
Tutorials & presentations at GDC 2006 on on advanced OpenGL API effects and the OpenGL Shading L
Jan 26, 2006
The Game Developers Conference (GDC), March 20-24, 2006 in San Jose, CA will feature a number of sessions related to the OpenGL API, OpenGL Shading Language and OpenGL ES. Of particular interest:
- Advanced Visual Effects with OpenGL
- Cross-Platform Shader Development with FX Composer 2
- GPU Performance Tuning with NVIDIA Performance Tools
- Graphics Rendering With OpenGL ES
Category: Developers • Permalink
OpenGL Shading Language, 2nd Edition
Jan 25, 2006
OpenGL Shading Language, Second Edition, extensively updated for OpenGL 2.0, is the experienced application programmer’s guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by using the capabilities of both the visual processing unit and the central processing unit. New chapters that discuss lighting, shadows, and surface characteristics; and an under-the-hood look at the implementation of RealWorldz, the most ambitious GLSL application to date. The second edition also features 18 extensive new examples of shaders and their underlying algorithms
Category: Developers • Permalink
Blender v2.41 adds OpenGL Shading Language support to Game Engine
Jan 25, 2006
The new Blender v2.41 adds support for OpenGL Shading Language vertex and fragment shaders in the Game Engine. Shader scripts are uploaded using the built-in Python scripting. The new release also adds multiple UV sets, multiple viewports, the return of the armatures, double sided lighting, alpha test sorting, restoration of sound, and updates to the bullet rigidbody dynamics and collision system,
Category: Applications • Permalink

