Jun 09, 2004
This OpenGL based engine supports: text preprocessor with easy interpreter for configs with for/if/else, console, bsp trees, portal rendering, triangle strips, skinned mesh, particle systems, real shadows from all objects, volumetric fog (based on convex meshes), mirrors, horizon self shadowing and offset bumpmapping, ARBtec1.0 “shaders” (ARB_texture_env_combine+dot3 parser). post screen processing, collisions, rigid-body physics with joints and ragdoll. It should work on all cards beginning from GeForce2.
Jun 07, 2004
These real time Win32 OpenGL demos demonstrate front propagation on 3D
meshes and its application to 3D model remeshing.
Triangle meshes are the most common type of 3D surface but it is often necessary to improve the quality of a given 3D mesh (for example obtained from a 3D medical image or artist model)using a remeshing
algorithm. The geodesic remeshing methods are
both fast (thanks to the Fast Marching algorithm) and robust (using e.g.
higher order approximations) and handle large meshes with poor triangulation quality. This project is the product of academic research and provides open source code. A PDF reviews the steps.
Jun 02, 2004
Glest v0.7 fully customizable 3D freeware RTS game using OpenGL is a major upgrade to the game, adding 3D textures, improved shadow maps, and reworked 3D models.
OpenGL ARB March ‘04 meeting notes review proposed OpenGL 2.0 feature set for release at SIGGRAPH 20
May 29, 2004
The March ARB meeting notes discuss OpenGL 2.0 feature options for release at SIGGRAPH 2004. The proposed feature set will include the OpenGL Shading Language, Floating point buffer extensions, Pixel buffer objects, ARB_point_sprite, ARB_texture_non_power_of_two, Indexed texture access via new fragment shader operations, EXT_blend_equation_separate, SUN_slice_accum, ATI_draw_buffers, ARB_extension_query, and Two-sided stencil.
May 27, 2004
Sun Microsystems has released JDK 1.5-beta2 (codenamed “Tiger”). This release includes an OpenGL-accelerated pipeline for the Java 2D API. The pipeline was only available on Linux and Solaris for the 1.5-beta release, but is now also available on Windows as of the 1.5-beta2 release. The OpenGL-based pipeline accelerates many simple primitives such as fills, draws, and text. However, the real benefits are seen for complex operations like compositing, shape clips, image transforms (both nearest neighbor and bilinear), GradientPaint, TexturePaint, antialiased shapes, etc. Please download this latest release and send Sun your feedback so they can make JDK 1.5 as stable as possible! Now imagine an OpenGL-accelerated Swing GUI!
May 27, 2004
Gameversity, an online education website for game developers, is offering two free online seminars. 1) Chat Session on Fourier Transforms by Volker Nachmann (2 hours), and a 2-Day Seminar: “Implementing Parallax Mapping and the Cook-Torrance Reflection model with OpenGL Shading Language” by Jesse Laeuchli and Wolfgang Engel.
May 27, 2004
FreeWorld3D is a fully interactive 3D world creation tool, specifically designed for use in game development. The rendering technology is based on the OpenGL API. FreeWorld3D is being designed to be completely game independent for use with any project.
May 27, 2004
A cool 3D version of Space Invaders - just like the original but in fantastic OpenGL-accelerated 3D. It is built in C# and uses the .Net framework v1.1 and the Tao OpenGL & OpenAL wrapper library. Inlcudes source and Win binaries.
May 24, 2004
Cube is an open source multiplayer and singleplayer first person shooter game built on a landscape-style engine which combines very high precision dynamic occlusion culling with a form of geometric mipmapping on the whole world for dynamic LOD for configurable fps and graphic detail. It uses the OpenGL API and SDL. The latest release adds SP & DM maps, new textures, mapmodels, a completely new soundtrack yet again, and a variety of code improvements such as better animation. Includes source & binaries for Win32, Mac OS X, Linux, FreeBSD.
May 21, 2004
This PDF document provides an overview of the challenges facing application developers trying to use the newest programmable graphic hardware features in their applications. It also contains a suggested approach to solving those problems and describes how they have been solved in the LightWorks Real-time product
May 21, 2004
Watch in amazement as Harry Potter weaves his magic in this mind blowing, FREE 3D screensaver! As he wanders around he waves his wand magically making images appear from the upcoming movie Harry Potter and the Prisoner of Azkaban. But this is no ordinary boring slideshow screensaver, it’s one you have to see to believe! It includes particle and lighting effects, aswell as skeleton animation and heaps of other nifty stuff, and it’s all thanks to extra chewy OpenGL API
May 20, 2004
Vincent is an open source project for developing a compliant software implementation of the OpenGL ES API for mobile devices. The initial target platform are Pocket PCs and Smartphones operating under Windows Mobile 2003. A unique aspect of Vincent is a runtime compilation infrastructure that creates optimized rasterizer code for the current graphics context settings using a JIT compiler. This runtime compilation approach, which is otherwise only available in commercial products, distinguishes the current project significantly from other similar open source projects that aim for providing implementations of the OpenGL API. All code created by this project is released under a liberal BSD-style license, which allows for the creation of commercial derivatives and commercial distributions. The project is registered as an official adopter of the OpenGL ES API and has access to the conformance test suite. A beta version of this library is available for download.
May 18, 2004
GPUmesh offers developers a simple way to send geometry to the GPU. The user chooses which type of mesh storage is desired (display list, vertex buffer, indexed vertex buffer, ...) and GPUmesh automatically performs the required conversions. The same mesh specification mechanism is used for Direct3D and OpenGL, thus simplifying the task of writing mesh loaders. GPUmesh relies on a mechanism similar to the begin/end approach of standard OpenGL which has proven to be easy to use and very convenient. A complete vertex format specification mechanism is also provided to manage vertex attributes. GPUmesh is free. Full source code and examples are included in the package.
May 18, 2004
The v1.2 of the Gizmo3D scene graph adds full support for hierarhical OpenGL Shading Language shaders with fallback to ARB vp/fp or fixed function pipeline, physics integration with Meqon physics library, improved window integration with Mac OS X, QT, X11, Win32, wxWindows, and real time distributed network graphic objects. The Gizmo3D is now part of a larger framework called GizmoSDK wich is free for non commercial applications.
May 17, 2004
zeGraph is an object rendering system designed for scientific data visualization and yet can be used to create 3D arts in a broad scope. It is small, fast, and easy to use. The OpenGL API is used as the rendering engine. This distribution is a binding of zeGraph to Lua, a platform independent, light weighted, simple, and powerful script language.