Part of the Khronos Group

Collada 1.4 draft spec available for early review

Categories: Developers |

Nov 30, 2005

A goal of Collada is to become the standard OpenGL Shading Language shader effects metafile format. Collada-savvy tools will allow OpenGL API-based applications to freely exchange 3D assets. The Collada v1.4 draft specification, schema and DOM are available for select public review. If you are interested in evaluating this new version and contributing feedback, apply now to take part in the reviewer program. If you application is approved, you will receive a IP/non-disclosure agreement which you simply need to sign and return. You will then be able to download the COLLADA 1.4 draft specification, schema and DOM.

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gDEBugger OpenGL API debugger adds on the fly Shader linking and validation

Categories: Developers |

Nov 30, 2005

gDEBugger is an OpenGL debugger and profiler that traces application activity on top of the OpenGL API, letting programmers see what is happening within the graphic system implementation to find bugs and optimize application performance.  The new V2.2 introduces a Shaders “Edit and Continue” feature which allows you to Edit, Save and Compile Shaders source code, Link and Validate Programs “on the fly”. This feature saves developer time required for rebuilding and running again the developed application. This version also adds support for 8 additional OpenGL extensions.

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OpenGL Shading Language demo of realistic water with bump mapping and refraction

Categories: Developers |

Nov 28, 2005

This detailed tutorial using the OpenGL Shading Lanugage shows how to create realistic water using bump mapping and refraction with terrain.  Topics also covered are normal mapping, dudv maps, depth maps, Fresnel term and tangent space. Full source included. Look in “Recent Tutorials” for HeightMap6.

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Demos for command and property scripting in an OpenGL API window

Categories: Developers |

Nov 28, 2005

These new demos deal with simple command and property scripting in an OpenGL window. The demo are avaiable with full source code using Visual Studio.NET.

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OpenGL API tutorial series for scene realism

Categories: Developers |

Nov 28, 2005

This tutorial series is aimed at OpenGL programmers with a basic level of understanding, who want to know how to improve scene realism. Topics include lighting, textures, bump mapping, and shadow mapping.

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H3D open source OpenGL API based scenegraph API for touch-enabled applications adds support for Open

Categories: Developers |

Nov 22, 2005

H3D API is an open source C++ implementation of the X3D standard (the successor to VRML) for the development of haptic (touch-enabled) applications. It uses the OpenGL API for rendering and supports all common OpenGL stereo rendering modes. The new v1.3 adds supports for the OpenGL Shading Language and Cg, as well as environment mapping.

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Bits on Wheels Mac OS BitTorrent client uses the OpenGL API for real-time visualization of the netw

Categories: Applications |

Nov 21, 2005

Bits on Wheels is a Mac OS X freeware native BitTorrent client, written completely in objective C, and which uses the OpenGL API to view the torrent’s swarms in realtime. Connected peers are represented by cubes which are filled according to their percentage of completeness. Incoming and outgoing blocks are visualized as they travel the network. Users can rotate/move the view in a trackball manner. Screenshots are available on the site.

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Anatomy Lab e-learning application uses OpenGL API for picking and rendering

Categories: Applications |

Nov 21, 2005

feature graphic

Anatomy Lab is a new e-learning application and helps students to study and to become familiar with human anatomy by interacting with anatomical 3d models, which represent subsystems in the human body. Models can be disassembled, its objects and structures can be examined and can be put back in place, very similar to take a real world model apart and put it back together. The application has uses the OpenGL API for the menu bars, status bar and advanced picking and selection techniques.

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25 OpenGL ES tutorials now support GLUT | ES

Categories: Developers |

Nov 21, 2005

ZeusCMD has updated its series of 25 OpenGL ES tutorials to use the GLUT|ES (The OpenGL ES Utility Toolkit) library. GLUT|ES is a GLUT implementation for OpenGL ES, that is based on freeglut.  It supports OpenGL ES through the open source Vincent 3D Rendering library and the Hybrid “Rasteroid” implementation. GLUT|ES allows code to be created that is more portable with current and future OpenGL ES implementations.

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Future Pinball uses OpenGL API for real time rendering of Pinball simulation

Categories: Applications |

Nov 18, 2005

Future Pinball is a real time Pinball Development System that allows you to design and play your very own pinball simulation in True 3D using the OpenGL API for real time rendering. It uses Advanced Physics to provide the best possible Simulation of a true to life pinball machine. Tables are built up out of Standard components (Plastics, Pegs, Bumpers, Lights etc..) which are placed onto the playfield via the Editor. Objects like Surfaces, Lights and Rubbers are shapeable within the editor and generated real-time when the table is played. Other objects (Bumpers, Flippers, Gates, Triggers, Targets etc..) use pre-made 3d Models.

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OpenGL Programming Guide, Version 2 (Red Book 5th Edition) covers OpenGL Shading Language

Categories: Developers |

Nov 17, 2005

Red Book

The OpenGL Programming Guide, Fifth Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 1.3 and 1.4. This fifth edition of the best-selling “red book” describes the latest features of OpenGL Versions 1.5 and 2.0, including the introduction of the OpenGL Shading Language. You will find clear explanations of OpenGL functionality and many basic computer graphics techniques, such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism. In addition, this book provides in-depth coverage of advanced techniques, including texture mapping, antialiasing, fog and atmospheric effects, NURBS, image processing, and more. The text also explores other key topics such as enhancing performance, OpenGL extensions, and cross-platform techniques.  This fifth edition has been extensively updated to include the newest features of OpenGL Versions 1.5 and 2.0, including:

  • Storage of vertex arrays in buffer objects for faster rendering
  • Occlusion queries for course-grain visibility testing
  • Non-power-of-two dimensioned texture maps
  • Point sprites
  • Separate stencil operations for RGB and alpha
  • Rendering to multiple color buffers using GLSL

Most importantly, this edition covers the OpenGL Shading Language specifications and explains the mechanics of using this new language to create complex graphics effects and boost the computational power of OpenGL.

Sample Chapter on Texture Mapping available from Addison-Wesley

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RollerCoaster Tycoon 3 for Mac OS X uses the OpenGL API for 3D graphics and FX

Categories: Applications |

Nov 17, 2005

RollerCoaster Tycoon 3 for Mac OS X allows users to build, operate and experience the amusement park of their dreams as well as as ride the rides. Using the OpenGL API for rendering, it features high quality 3D graphics including a CoasterCam, which allows players to see their park from the eyes of a guest and ride all the rides.

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A-OK! The Wings of Mercury OpenGL API-based spacecraft simulator enhances performance

Categories: Applications |

Nov 16, 2005

A-OK! The Wings of Mercury is a realistic simulation of the Mercury spacecraft. It features OpenGL API-based 3D graphics, fully functional control panels, networked simulations, and a complete manual. The new v3.5 runs on Win XP and Mac OS X with improved performance and frame rates.

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12 OpenGL API tutorials from Concordia University

Categories: Developers |

Nov 16, 2005

This set of 12 OpenGL tutorials with sample code were developed for the undergraduate and graduate courses at Concordia University, Montreal. Each tutorial has a set of code examples that should compile on both Linux and Windows. In most cases they use GLUT (GL Utility Toolkit) for windowing. Topics include transformations, projections, lighting, texturing, fonts, display lists, curves and more.

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ShaderGen v3.0 duplicates and extends OpenGL API fixed function behavior using OpenGL Shading Langua

Categories: Developers |

Nov 14, 2005

3Dlabs’ ShaderGen is a tool that automatically generates OpenGL Shading Language shaders that duplicate fixed function OpenGL behavior. The new V3.0 generates thousands of additional shaders with support for separate specular lighting, multiple texture objects, multiple texture coordinate sets and the texture combine environment mode.  The purpose of ShaderGen is to show that programmable hardware can be used to obtain the same rendering results as the OpenGL fixed function path.  Interacting with a convenient GUI, developers can set up the fixed function OpenGL state in real time.  With the click of a button, shaders are generated, compiled and linked to give identical results using the OpenGL Shading Language.

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BuGLe open source OpenGL API-based application debugger adds preliminary graphical view

Categories: Developers |

Nov 13, 2005

BuGLe is an open source tool for debugging OpenGL API-based applications implemented as a wrapper library that sits between your program and the OpenGL API. It supports the validation of calls, breakpoints on calls or sets of calls, examination of state, and logging of calls. The new v0.0.20051112 adds a preliminary GUI debugger as well as support for GL_ARB_vertex_program, GL_ARB_fragment_program,
GL_ARB_texture_rectangle, GL_EXT_texture_filter_anisotropic, and
GL_EXT_framebuffer_object.

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Enhanced shading with an ambient occlusion that is per vertex statically precomputed and rendered us

Categories: Developers |

Nov 13, 2005

ShadeVis is a open source tool that computes simple static, per-vertex ambient occlusion term to provide more faithful shading for realtime rendering. The most common techniques to compute ambient occlusion is based on shooting rays from each surface element to evaluate the quantity of light that reach it. Shadevis tools use the OpenGL API to accelerate this process by simply rendering the scene ortographically from a set of uniformly distributed directions and checking against the zbuffer if each vertex is occluded or not.

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Hyperion v1.0.0 demo-system uses OpenGL API and OpenGL Shading Language for real time 3D rendering

Categories: Developers |

Nov 11, 2005

Hyperion is a demo-system using the OpenGL API for real time 3D rendering. It offers a development environment for rapid 3D prototyping and demos.  It features a script editing language using a smart mix of XML, LUA scripting and GLSL (OpenGL Shading Language). Includes full documentation, tutorials and fully documented code samples.

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Quake III Arena on Windows CE handhelds running at 25 fps using OpenGL ES

Categories: Applications |

Nov 10, 2005

http://www.noctemware.com/q3ce.html

NoctemWare has ported Quake Arena III to Windows CE PocketPC handhelds, using OpenGL ES hardware acceleration. The latest v1.1 release supports the Dell Axim x50v, with the Intel 2700G chipset and runs up to 25 fps.

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Cedega v5.0 Windows games translator for Linux adds support for OpenGL FBO

Categories: Applications |

Nov 10, 2005

Cedega allows Windows-based games to run on Linux, out-of-the-box, seamlessly and transparently. The new v5.0 supports Pixel shader 1.4 on top of the OpenGL API, support for the OpenGL VBO extension, and preliminary support for the OpenGL FBO (Framebuffer Objects) extension for enhanced offscreen rendering.

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Raytracing quaternion julia sets on the GPU using the OpenGL API

Categories: Developers |

Nov 08, 2005

This article describes raytracing quaternion julia sets on the GPU, which is rendered via the OpenGL API. The project takes advantage of the floating point power of recent GPUs to quickly visualize quaternion Julia sets. The pictures shown in the article were ray traced in less than a second on a pair of GeForce 7800 GTX graphics cards running in SLI. The article discusses what quaternion Julia sets are and how they are rendered on the GPU.

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Tao v1.2.0 game library OpenGL API bindings add support for all current OpenGL extensions

Categories: Developers |

Nov 06, 2005

Tao is a collection of bindings and libraries to facilitate cross-platform games-related development utilizing the Mono software to develop and run .NET client and server applications on Linux, Solaris, Mac OS X, Windows, and Unix.) and .NET platforms. The new v1.2.0 adds updated binding that support all current OpenGL extensions.

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Toon shading, vertex and per pixel lighting tutorials using the OpenGL Shading Language

Categories: Developers |

Nov 03, 2005

These GLSL demos (GL_062 - GL_066) use the OpenGL Shading Language to demonstrate vertex shading, per pixel lighting, toon shading, multi-texturing and color keying.

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