Drafts of OpenGL ES 1.2 and OpenGL ES 2.0 with Shading Language available for review
Categories: Developers |
Feb 28, 2005
The OpenGL ES development team is accepting applications from qualified developers who wish to preview the upcoming OpenGL ES 1.2 and the OpenGL ES 2.0 Draft Specification. The APIs are being developed in parallel. OpenGL ES 1.X specifications will continue to be evolved to support enable new generations of fixed function 3D accelerators while OpenGL ES 2.0 is the first embedded 3D API with full shading language programmability through the OpenGL ES Shading Language - a close derivative of the desktop OpenGL Shading Language. OpenGL ES 2.X specifications will be developed over time to expose the capabilities of evolving programmable hardware.
3 sample chapters from GPU Gems 2
Categories: Developers |
Feb 28, 2005
Three sample chapters (Per-Pixel Displacement with Distance Functions, Dynamic Ambient Occlusion and Indirect Lighting, and Streaming Architectures and Technology Trends) as well as other sample material have been posted on the NVIDIA developer web site for the upcoming GPU Gems 2 book. These samples will help how to make the most of GPUs with OpenGL, Cg, and the OpenGL Shading Language. The book will be released at the upcoming Game Developers Conference (March 7 - 11, 2005).
OpenGL ES Coding Challenge entries due today by 5PM PST
Categories: Developers |
Feb 28, 2005
If you are taking part in the OpenGL ES Coding Challenge, the entries are due today (Mon Feb 28, 2005) before 5PM PST. The Coding Challenge is intended to generate a library of open source code and tutorials to help other developers learn how to use OpenGL ES (OpenGL for embedded systems such as mobile phones, PDAs, game devices, as well as industrial uses, telematics and avionics). Prizes for winning entries include hardware, software, education, and travel. The winning entries will be announced at Game Developers Conference on March 10th.
Iupiter Java 3D engine adds support for OpenGL Shading Language Vertex and Pixel shaders and shade
Categories: Developers |
Feb 28, 2005
Iupiter is a Java 3D engine using JDK 1.4, JVM, and Lightweight Java Game Library (LWJGL) to support the OpenGL and OpenAL APIs, or OS services for interfacing to mouse, keyboard and joypad. The new v0.3 adds support for OpenGL Shading Language Vertex and Pixel shaders and shader programs, new materials using Vertex and Pixel shaders, Blinn and Phong shading, lighting system based on hardware-accelerated stencil shadows and initial support for key-frame animation.
Cel Shading demo using the OpenGL Shading Language
Categories: Developers |
Feb 25, 2005
This demo implements one of the most common cel-shading algorithm using the OpenGL Shading Language. Do simple lighting, then look up in a grayscale texture with a few colors. It also draws the outline of the object as well as internal edges. The idea is similar to shadow volume extrusion on the GPU. You extract all edges on the model and store the face normals from the both triangles the edge connects. When one is front-facing and the other backfacing, it’s a silhuette edge.
Sh V0.7.6 high-level GPU metaprogramming language adds opengl:state metatag
Categories: Developers |
Feb 25, 2005
Sh is a metaprogramming language for modern programmable GPUs with a special “retained” mode, which collects a sequence of Sh operations into a program (at run time), optimizes it and generates intermediate code for any particular GPU. The intermediate code can then be passed on to a backend OpenGL ARB_{fragment,vertex}_program extensions and transformed into actual GPU assembly. This lets you write programs for graphics cards in C++ itself. The latest v0.7.6 adds a new “opengl:state” metatag in the OpenGL backend. This allows uniforms to be bound to existing OpenGL state, such as modelview matrices or light positions.
OpenGL ES SDKs available for PowerVR MBX chipset
Categories: Processors |
Feb 25, 2005
The SDKs for the PowerVR MBX chipset using OpenGL ES provide a set of documentation, a wide range of source code demos, and tools. The PC Emulation SDK lets you write 3D code using OpenGL ES on PCs, and then port directly onto their target platforms. The PocketPC SDK (with support for the Dell Axim X50v) allows for immediate development and testing on supported PocketPC systems.
Particle Effects demo using GLUT and the OpenGL API
Categories: Developers |
Feb 25, 2005
Particle effects can be used to simulate fire, fireworks, water fountains, snow, rain, explosions and many other things. The demo project explains how to create a simple object-oriented framework for creating particle effects using the OpenGL API.
Ogre v1.0 OpenGL API-accelerated 3D graphics engine support hardware pixel buffers and HDR
Categories: Developers |
Feb 24, 2005
OGRE is an open-source 3D graphics engine with support for the OpenGL API. The new v1.0.0 features direct access to all hardware pixel buffers including mip levels, cube surfaces and volume slices, ◦ High Dynamic Range (HDR) support, a more extensible particle systems
VMD v1.8.3 molecular visualization tool adds support for OpenGL Shading Language, new representation
Categories: Applications |
Feb 23, 2005
VMD is an open source molecular visualization program (Windows, Mac OS X , & Unix) for displaying, animating, and analyzing large biomolecular systems using 3D graphics and built-in scripting. The new v1.8.3 adds initial support for OpenGL Shading Language for high-quality fragment-rate lighting of space-filling molecular representations, and atomic Van der Waals spheres rendered via ray tracing within the fragment shader. It also adds support for a new volumetric file formats, 3D texturing of molecular geometry by potential maps, and density maps. A new caching system accelerates interactive rotation of static molecular structures on tiled display walls and other network-connected display systems with limited bandwidth and nomrally high latency.
LightWorks 7.5 supports OpenGL Shading Language with emphasis on CAD rendering
Categories: Applications |
Feb 23, 2005
The new LightWorks 7.5 renderer provides a single API for device-independent access to hardware rendering on cards supporting the OpenGL Shading Language and Cg. It also adds improved global illumination for rendering, new architectural and industrial shaders, and cross-platform plug-in shaders.
GL Mathematics math tools based on the OpenGL Shading Language
Categories: Developers |
Feb 23, 2005
The GL Mathematics (GLM) mathematics library provides mathematics tools based on OpenGL Shading Language specification. GLM support OpenGL Shading Language vectors and matrix types and almost all OpenGL Shading Language functions are available. The project is platform independentand has been tested under Visual C++ 7.1, MinGW and GCC.
Learning Java Bindings for OpenGL (JOGL) - introduction to the OpenGL API for Java programmers
Categories: Developers |
Feb 21, 2005
JavaWorld features an excerpt from the new book “Learning Java Bindings for OpenGL (JOGL”. The article explains how to get JOGL up and running to access the power of the OpenGL API from Java. It also walks the reader through a couple of starter apps. The book explains in detail the basics of the OpenGL API from the Java programmer’s perspective and goes as far as to describe drawing geometric primitives, first person 3D movement and even basic textures. It is written as an introduction for Java programmers that are new to the OpenGL API.
BuGLe OpenGL API debugger adds support for OpenGL 2.0
Categories: Developers |
Feb 21, 2005
BuGLe is an open source tool for OpenGL API code debugging, implemented as a wrapper library that sits between your program and OpenGL. It allows a developer to view OpenGL state at any time. The latest release includes nearly all of the state listed in the specification. This includes the ability to view OpenGL Shading Language shader source, info logs, values of uniforms and generic attribute bindings. Both GL_ARB_shader_objects objects and core OpenGL 2.0 shaders and programs are supported.
sdljava v0.9.1 adds OpenGL API bindings via GLEW
Categories: Developers |
Feb 21, 2005
sdljava is a Java binding to the SDL API with support for audio, keyboard, mouse, joystick, 2D framebuffer and 3D hardware. This new v0.9.1 release removes the dependency on JDK 1.5 and adds the OpenGL binding via GLEW and a binding to FTGL.
ATI Linux drivers for FireGL V5000 OpenGL API workstation accelerator
Categories: Processors |
Feb 18, 2005
The ATI FireGL V5000 OpenGL API accelerator gives users hi-end features and performance for the mid-range workstation market. Features include dual DVI connectors, dual link support, stereo 3D with quad-buffered support, eight pixel pipelines, six geometry engines, increased sub-pixel precision and 128MB of GDDR3 memory. The FireGL V5000 is certified to support 3ds max, VIZ 2005, Catia, Maya, Softimage|XSI, and SolidWorks. The new unified FireGL drivers now include Linux support for the V5000.
FTV v0.1 Fractal terrain visualization using the OpenGL API
Categories: Applications |
Feb 18, 2005
FTV v0.1 generates and visualizes terrain using fractal algorithms. It uses the OpenGL API and includes many advanced features like: multi texturing, shadows, clouds, fog, LOD, lens flares, and shaders. The GLEW extension loadinng library is required.
Sony PlayStation 3 expected to use OpenGL ES for rendering
Categories: Processors |
Feb 18, 2005
The Sony PlayStation 3 (PS3) is the next generation PlayStation game console with a release date as early as the end of 2005. This article reviews the technical specs that are expected to be part of the system (CPU, GPU, RAM) as well as the use of open standards APIs including OpenGL ES.
Xj3d vM10 OpenGL API-accelerated X3D browser/toolkit enhances rendering speed and uses OpenGL Shadin
Categories: Applications |
Feb 17, 2005
Xj3D is an open source toolkit for X3D (the XML and network-savvy successor to VRML), completely written in Java and using the OpenGL API for hardware acceleration. The new Xj3D M10 features installers for Windows, Linux and Mac OS X. It now uses JOGL Java bindings for OpenGL which give it a 2X speed increase. The new H-Anim component support uses a hardware path and OpenGL Shading Language shaders for 2-3X speed improvement on Nvidia GeForce cards. M10 also adds support for several key X3D components including: CADGeometry, DIS (distributed interactive simulation), and GeoSpatial. Custom extensions include: Rigid Body Physics, Particle Systems, Clipping planes, Picking Utilities, Abstract Device IO.
Vertex Buffer Objects demo using GLUT
Categories: Developers |
Feb 16, 2005
This basic Vertex Buffer Objects demo loads up an image and creates a landscape from it based on the pixels intensity. Simple but useful for learning.
Texture bombing using the OpenGL Shading Language
Categories: Developers |
Feb 15, 2005
Texture bombing is a technique that adds richness to a surface by randomly distributing small detail images onto it in texture space. The demo uses the OpenGL Shading Language and requires a GeForce 6x00 card to run.
KToon 2D Animation Toolkit using Qt and the OpenGL API
Categories: Applications |
Feb 15, 2005
KToon is an open source 2D animation toolkit for cartoon production based on traditional animation. It uses the OpenGL API and QT. This first release includes two modules: Ilustration and Animation. Also supports onion-skin and motion tweening.
12 GPU OpenGL API-based shader demo programs
Categories: Developers |
Feb 15, 2005
This is a set of 12 demos with source for writing Shaders on programmable GPUs. Most require NVIDIA FX5200 or better, although some may run on older cards. The demos were written on Linux, but all based on GLUT so they should run on Windows or other platforms.
GLee 5.02 adds support for EXT_framebuffer_object
Categories: Developers |
Feb 14, 2005
The OpenGL Easy Extension library (GLee) makes life easier for OpenGL developers by automatically linking OpenGL extensions and core functions at initialization time. The new v5.02 for Windows and Linux adds support for the EXT_framebuffer_object. It supports OpenGL 2.0 and 332 extensions (17 new since 4.0), as well as offering support for experimental extensions.
Espresso3D Java OpenGL API-based engine adds skyboxes
Categories: Developers |
Feb 14, 2005
Espresso3D is a high performance real-time OpenGL API-based 3D engine for Java. The new v0.3 adds support for sky boxes, 2D fixed and variable width bitmap fonts, 2D fixed and variable size images, mouse input, multiple render modes, texture animation, and many bug-fixes, performance enhancements, and improvements.
SaVi 1.2.6 satellite constellation visualizer improves OpenGL API texture mapped rendering
Categories: Applications |
Feb 14, 2005
SaVi (satellite constellation visualization) lets you simulate Iridium, Globalstar, ICO Global, GPS, Teledesic and other systems in 3D on your desktop. The new v 1.2.6 makes the OpenGL API-based Geomview rendering faster and more responsive, particularly when texturemapping.
Nomia and Scrample use the OpenGL API for Mac OS X word play games
Categories: Applications |
Feb 14, 2005
Scramble (find as many words from the random letter combo as possible) and Nomia (find words on a grid and challenge your skills of perception) are Mac OS X 3D games that challenges a player’s word knowledge. Internet versions allow players around the world to play against each other in weekly web challenges. The products take advantage of the OpenGL API for hardware accelerated rendering.
OpenGL Coding Challenge deadline extended to Feb 28, 2005
Categories: Developers |
Feb 11, 2005
If you were having trouble completing your entry, note: the OpenGL Coding Challenge entry deadline has been extend until Feb 28th 2005! This should enable many more developers to complete entries, and allow others to further enhance their almost ready entries. Entry categories can be visual fx demos, games, Linux applications or a series of tutorials. Entries are accepted on Windows, Linux or Pocket PC. All levels of developer from beginner to advanced are encouraged to enter. There are over 50 prizes ranging from OpenGL ES handhelds and OpenGL video cards to travel and classes to developer software. (This gives any quality entry a reasonable chance of winning). All demos and code goes into an open source library for other OpenGL ES/OpenGL developers to use.
Nvidia to present full-day tutorial at GDC 2005: Next-Generation Rendering with OpenGL
Categories: Developers |
Feb 11, 2005
This day-long tutorial (Tuesday, March 9, 10am-6pm) provides an in-depth look at the latest technologies in OpenGL, and how they can be applied to next generation game graphics. Takeaway: How to use the latest features of OpenGL to improve the look and performance of your games and art tools. Also check out the OpenGL ES presentation on Wed March 9, 12pm-1pm.
ZP+: correct Z-pass stencil shadows using the OpenGL Shading Language
Categories: Developers |
Feb 11, 2005
ZP+ ( “Z-Pass Plus” ) is a new method for correcting the defects of the Z-pass method for rendering shadow volumes cast by a point light source. ZP+ uses an OpenGL Shading Language vertex program to clip the shadow-volume quads in a special way. It also takes advantage of triangle-strips and VBO since the mesh need not be cut into a light-cap and a dark-cap anymore. This yields frame-rates faster than Z-fail in most cases, and stencil shadows become more applicable to large meshes.
Animadead V2.0 skeletal animation library offers OpenGL API example implementations
Categories: Applications |
Feb 11, 2005
Animadead is a skeletal animation library that provides game developers with an easy to use interface for implementing skeletal animations in a game. Release 2.0 uses quaternions internally to store local transformations, skeletal hierarchies, can blend animations, and improve the export plugin for Maya. Animadead is written in C++ and has no dependencies. Example implementations are provided that use the OpenGL and SDL APIs.
Per-Pixel Displacement Mapping with Distance Functions - sample chapter from GPU Gems 2
Categories: Developers |
Feb 11, 2005
A sample chapter from GPU Gems 2 is available entitled “Per-Pixel Displacement Mapping with Distance Functions”, a technique for adding small-scale details to surfaces using displacement mapping of objects in a pixel shader. The algorithm, implemented using the OpenGL API, Cg and Sh, significantly increases the perceived geometric complexity of a scene while maintaining real-time performance.
ActiveSolid v1.5 OpenGL API-based ActiveX control adds associative dimensioning
Categories: Applications |
Feb 10, 2005
ActiveSolid is an OpenGL API-based 3D ActiveX control with built-in GUI and an import/export plugin architecture. The new v1.5 adds associative 3D dimensions for accurate model measurements, 3D slicing for axis-aligned or arbitrary profile generation, local vertex editing and more.
GLSL Tutorial adds more shader examples
Categories: Developers |
Feb 09, 2005
This OpenGL Shading Lanugage tutorial has been updated with three simple shaders that show some of the specifics of OpenGL Shading Lanugage shader programming, namely communication between the vertex and fragment shader and access to the OpenGL state. It also shows a difference between computing things in the vertex shader vs. the fragment shader.
OpenGL Shading Language mesh skinning demo
Categories: Developers |
Feb 08, 2005
This sample demonstrates how to skin a mesh on the hardware using using either a Cg or OpenGL Shading Language shader. To keep things simple, the skeletal system used in this sample only consists of two bones or bone matrices.
GLee 4.0 extension loading library support OpenGL 2.0
Categories: Developers |
Feb 08, 2005
The OpenGL Easy Extension library (GLee) makes life easier for OpenGL developers by automatically linking OpenGL extensions and core functions at initialization time. The new 4.0 release supports OpenGL 2.0 core functions and 315 extensions. The library automatically handles extension loading for Windows and Linux platforms.
OpenGL 2.0 turials on DOT3 and Parallax bumpmapping
Categories: Developers |
Feb 08, 2005
These two new “Beyond Bump Mapping Part I & II” case studies show how to implement DOT3 bumpmapping and Virtual Displacement Mapping (Parallax bumpmapping) with OpenGL 1.4/1.5/2.0 and CG. They demonstrate that using the OpenGL API with proper hardware, very cool effects can be easily done.
Remnants of the Stars OpenGL 2.0 based space sim
Categories: Applications |
Feb 08, 2005
Remnants of the Stars is the first space sim to take full advantage of OpenGL 2.0. It uses the OpenGL shading language to create a graphically immersive universe, featuring normal and specular mapping, real time shadows, environment mapping, and more. The game will be released on Windows, OSX, and Linux. Screenshots are currently available.
Solar Winds and Skyrocket OpenGL API-accelerated beta screen savers for testing
Categories: Applications |
Feb 08, 2005
Beta revisions of the OpenGL screen savers Solar Winds (particle effects) and Skyrocket (fireworks with OpenAL sound) have been posted. There is some new functionality that should be thoroughly tested by real-world use before any of it is finalized. Bug reports and comments are welcomed.
VRMesh 2.0 OpenGL API-based modeler adds new mesh editing features
Categories: Applications |
Feb 08, 2005
VRMesh 2.0 is a sketch-based free-form OpenGL API-based 3D modeling software for arbitrary triangle mesh creating and processing. The new version adds many new features including fixing mesh tools, project fi9llet, clip painted reation for arbitrary trimming, profile-based editing as well as enhanced smoothing, Boolean and knife editing. It also adds a new interface.
FreeStyler OpenGL API-based simplified CAD program
Categories: Applications |
Feb 08, 2005
FreeStyler is a simplified CAD design tool for quick and easy sketching. This first release supports linear, surface, surface opening and dimension elements and uses a tree explorer and property window. The rendering uses the OpenGL API and the interface uses MFC.
Learning to model in 3D using an OpenGL API-based teaching application
Categories: Applications |
Feb 07, 2005
This module is intended to help 3D-naive students learn how to model in 3D. Content can be place online, for marking by lecturers remotely, peer-review by friends, or for potential employers to view. The OpenGL API is used extensively in both the PC and Mac versions, and supports advanced features such as particle effects, and reflection mapping.
GLEW 1.3.1 adds support for EXT_framebuffer_object
Categories: Developers |
Feb 03, 2005
The OpenGL Extension Wrangler Library (GLEW) is a cross-platform C/C++ extension loading library. The latest release includes support for the EXT_framebuffer_object and ARB_pixel_buffer_object extensions in addition to fixing the bugs in the previous release.
GLUT | ES - The OpenGL ES Utility Toolkit
Categories: Developers |
Feb 02, 2005
GLUT, the OpenGL Utility Toolkit, is a window system independent toolkit for writing OpenGL programs. GLUT | ES is a port of the OpenSource FreeGLUT implementation for WinCE and Win32 systems based on OpenGL ES. Most of GLUT API v.3 functionnalities are present: window creation, callbacks, menus, timers etc. Only functions that cannot exist with OpenGL ES or are not pertinent have not been ported (like overlays, joysticks on PocketPC, etc.)
SGPV Gizmodo OpenGL API-based scene graph property viewer
Categories: Developers |
Feb 02, 2005
SGPV (Scene Graph Property Viewer) is a new framework to edit the OpenGL API-based Gizmo3D Scene Graph. It is a GUI billboard application that allows components to register GUIs, Menues, Popups, Bitmaps etc. so they can be displayed in a stand alone framework. The SGPV app uses the CCT (Contents Creation Toolkit) components to display scene graph properties like hierarchy, states, shaders, textures, material etc. The CCT components can also be used within 3D Studio, Maya and even in your own stand alone Gizmo3D application to edit your scene and debug traversals, states, texture load, optimizations etc.
Quesa scene graph on top of the OpenGL API enhances rendering
Categories: Developers |
Feb 02, 2005
Quesa is a high-level 3D graphics library built on top of the OpenGL API that supports retained and immediate mode rendering, an extensible file format, plug-in renderers, a wide range of high level geometries, hierarchical models, and a consistent and object-orientated API. The new v1.6d20 improves rendering transparency, adds a 32-bit depth buffer from OpenGL, and shares texture memory between draw contexts.
OpenGL ES Coding Challenge Submission Deadline Feb 15
Categories: Developers |
Feb 01, 2005
The OpenGL ES Coding Challenge is entering the final phase with submissions due by Feb 15, 2005. The Challenge is open to coders on handhelds, as well as desktop Win32 and Linux. Prizes include travel, PDAs, cell phones, accelerators boards, coding books, training classes and more.
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