Part of the Khronos Group

Geist3D (beta) real-time graphics engine & IDE with support for OpenGL 2.0

Categories: Developers |

Mar 31, 2006

Geist3D is a new graphics engine built on OpenGL 2.0. It comes complete with an editor to construct 3D models and develop OpenGL Shading Language programs. It also provides a Python scripting interface and computes rigid body physics. First beta available for download.

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H3D Haptic API v1.4 adds OpenGL Elevation Grid   GLUTWindow nodes; improves X3D compliance

Categories: Developers |

Mar 31, 2006

H3D API is an open source C++ implementation of the X3D standard (the successor to VRML), built using the OpenGL API. The new v1.4 takes improves X3D compliance with PROTO nodes, IMPORT/EXPORT and OpenGL ElevationGrid and Fog rendering nodes. It also offers significant increase in stability and ease-of-use, with a new configuration system.

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Factor dynamic programming language with OpenGL API bindings

Categories: Developers |

Mar 30, 2006

Factor is a programming language running on FreeBSD, Linux, Mac OS X and Windows, aimed at expert programmers who wish to quickly develop advanced applications. Its main influences are Joy, Forth, and Lisp. It provides an extensible postfix syntax, polymorphism through predicate-based dynamic dispatch, a variety of data structures, a powerful math library, a C library interface, an HTTP server and Web framework, and bindings to the OpenGL API, and Freetype. The implementation consists of a small runtime written in C, together with an optimizing compiler written in Factor that targets x86, PowerPC, and AMD64.

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Intel game demo creation content - first prizes of $30,000

Categories: Developers |

Mar 30, 2006

Announced at GDC, Intel is sponsoring a game demo development contest to select the best threaded and best laptop game.  First prize in both categories is $30,000 US. Entries will be tested on OpenGL API-accelerated cards from NVIDIA and ATI.  Final entries must be received buy August 25, 2006

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STDK multimedia/games software v1.0.2 uses OpenGL API on Win & MacOS X and OpenGL ES on mobile

Categories: Developers |

Mar 27, 2006

The StoneTrip Development Kit is a multimedia applications creation software, specially designed for games. Every application created with the STDK can run on many platforms, inside or outside a web browser. The standalone and web players use the OpenGL API for hardware accelerated rendering on Windows and MacOS X, and OpenGL ES API for embedded devices, consoles,  PDAs and mobile phones.

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Vertex displacement mapping using the OpenGL Shading Language

Categories: Developers |

Mar 26, 2006

new graphic

This tutorial shows how to perform vertex displacement mapping on current hardware using the OpenGL Shading Language (GLSL). It shows how to look up texture data from a vertex shader in order to deform the mesh in realtime. The problem of normals is also addressed. Several simple demos using the freeware Hyperion Demo-System are provided.

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OpenGL experts invited to contribute to the OpenGL Technical wiki

Categories: Developers |

Mar 25, 2006

The new OpenGL Wiki is designed to replace the aging OpenGL Technical FAQ and to be a much easer resource to keep up to date.  We have a good start on the content from some experts in the fields. But we still have some sections that need completing.  If you are an OpenGL guru and can contribute to any of the missing content areas of the wiki, please send an email to webmaster (at) opengl dot org. We currently give access to contributors based on their history as frequent and rated contributors to the OpenGL message boards, members of ARB companies, and any strongly demonstrable OpenGL expertise. So if you are interested, let us know your expertise, and where in the missing sections you can contribute.  The wiki is a great resource so we are looking forward to your contributions.

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Advanced Visual Effects with OpenGL - report from GDC; OpenGL 2.1, ARB, Vista

Categories: General |

Mar 23, 2006

ATI and NVIDIA joined forces to present a full-day tutorial covering OpenGL visual effects.  They also presented a lot of information about the future direction of OpenGL. 

  • The ARB is now working to transition the management of OpenGL to the Khronos Group (who manage OpenGL ES) by the end of the year. Having Khronos manage OpenGL will remove some artificial walls between the evolution of OpenGL and OpenGL ES, and will result in OpenGL being updated more quickly
  • As mentioned previously, because of developer and IHV action, OpenGL ICDs will be fully supported under Windows Vista
  • OpenGL 2.1 is on track for Siggraph 06.  Proposed features include: Pixelbuffer Objects, OpenGL Shading Language 1.20, Float buffers, sRGB textures, ARB_synch_object,  and updates to ARB_framebuffer_object
  • There was an extensive discussion about proposed features and directions for OpenGL

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Red Hat adds OpenGL API hardware accelerated GUI support in Fedora Core 5

Categories: Applications |

Mar 22, 2006

Red Hat has made version 5 of its development platform Fedora Core available. With the next iterations of OS X and Vista offering sophisticated OpenGL API-accelerated user interfaces for desktop environments, Fedora Core 5 will offer Accelerated Indirect GLX (AIGLX) support. This is a hardware-accelerated implementation of the OpenGL API, which means desktop designers can be much more creative.

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Sylphis3D OpenGL API-based engine new licensing option

Categories: Developers |

Mar 21, 2006

Sylphis3D is now available under a new licensing program to ensure continued development. The engine is based on the OpenGL API and supports unified lighting and shadows, OpenGL Shading Language shaders, motion blur, post-process effects, vehicles and realistic physics. The whole system is scriptable with Stackless Python.

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OpenGL Distilled book by the author of the OpenGL Technical FAQ

Categories: Developers |

Mar 21, 2006

OpenGL Distilled provides the fundamental information you need to start programming 3D graphics, from setting up an OpenGL development environment to creating realistic textures and shadows. Topics include:

  • Drawing and rendering geometric data such as points, lines, and polygons
  • Controlling color and lighting to create elegant graphics
  • Creating and orienting views
  • Increasing image realism with texture mapping and shadows
  • Improving rendering performance
  • Preserving graphics integrity across platforms

A sample Chapter is available on Drawing Primitives.

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ActiveSolid v1.6.2 OpenGL API-based embedded solid modeler adds precise hidden line removal mode

Categories: Developers |

Mar 21, 2006

ActiveSolid is an OpenGL API-based embedded solid modeler that features COM-based plugin architectures and an array of powerful 3D modeling and 2D view markup commands/tools. The new V1.6.2 adds precise hidden line removal mode and complete online help.

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Three pass cartoon rendering using the OpenGL Shading Language

Categories: Developers |

Mar 20, 2006

This is a three pass cartoon rendering technique featuring three-tone shading and silhouette detection. The shader was made using ATI’s RenderMonkey 1.6 and the OpenGL Shading Language.

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OpenGL.org web site is running on a new server

Categories: General |

Mar 19, 2006

If you haven’t already noticed, OpenGL.org has moved to a new server that allows us to offer new features and services including news post commenting, news archives by category, product ratings and reviews, and faster message boards.  We KNOW there will be bugs and problems on the site so if you discover them, please let us know (webmaster at opengl dot org).

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Windows Vista to support OpenGL ICDs for Aeroglass compositing desktop

Categories: General |

Mar 15, 2006

Microsoft has enabled support for OpenGL ICDs that work with the Windows Vista compositing desktop, as of the February preview build.  This is taken from a Microsoft blog:
“Windows Vista ICD’s - this is a new path for 3rd party ICD’s introduced for Windows Vista that will work in a way that is compatible with desktop composition. Essentially allowing direct access to the GPU for hardware accellaration, but then having the final surface that appears to be the front buffer to the application actually be a shared surface that gets composed by the DWM”.
This means that the OpenGL API and the Aeroglass window manager will work in harmony and fully accelerated once the hardware vendors get their Vista ICDs written and released.
Kudos to all developers who contacted their ISVs/HSVs to ensure that OpenGL was fully supported under Vista. You made the difference.

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Normal maps compression tutorial using the OpenGL Shading Language

Categories: Developers |

Mar 15, 2006

This tutorial talks in detail about the normal-map compression and the problems caused by this compression. Various solutions using OpenGL Shading Language shaders are analysed (renormalization, swizzled-DXT5 and ATI’s 3Dc). Several demos using the freeware Hyperion Demo-System are provided as well as an OpenGL project showing the loading of a compressed texture.

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View frustum culling tutorial , part II- The radar approach

Categories: Developers |

Mar 15, 2006

View frustum culling using the OpenGL API can be achieved by several means. The radar approach is an efficient way of performing view frustum culling, requiring less tests in general than standard view frustum culling approaches. The tutorial presents the reasoning behind the method as well as its practice. Source code with an example is provided.

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Crystal Space OpenGL API-based 3D engine framework Conference July 15-16, 2006

Categories: Developers |

Mar 15, 2006

The first Crystal Space Conference will be held in Germany July 15-16, 2006. Talks include advanced shader techniques, the Crystal Entity Layer game framework, and case studies of projects using Crystal Space. Crystal Space is an Open Source and portable OpenGL API-based 3D Engine Framework that works on GNU/Linux, Windows, and MacOS/X. It supports stencil shadows, CG shaders, hierarchical animated models using CAL3D, level of detail, 3D sound, physics using ODE, and more.

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Full Day Tutorial at GDC: Advanced Visual Effects with OpenGL

Categories: Developers |

Mar 10, 2006

This day-long tutorial at GDC (March 20, 2006) provides an in-depth look at how the latest technologies in OpenGL apply to game graphics. Following brief reviews of the recent changes to OpenGL and selected new extensions, their use in game development will be demonstrated and discussed. This includes detailed presentations of advanced visual effects and techniques for general purpose computation using OpenGL (GPGPU) from ATI’s and NVIDIA’s demo and research teams, as well as top developers. This tutorial also covers topics that game developers need to consider while implementing their engines, including performance tips, tools for shader development, and tools for debugging.

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Kinemac OpenGL API-based 3D animation software adds 3D charting

Categories: Applications |

Mar 03, 2006

Kinemac OpenGL API-based 3D animation software for Mac OS X lets you create 3D animations and presentations using the same drag-and-drop skills you have for creating 2D presentations. The new v1.10 adds automatic 3D charts, sprite lights, infinite sliders and more.

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OpenIllusionist v1.3.0 uses OpenGL API for agent-based video augmented environments

Categories: Applications |

Mar 01, 2006

OpenIllusionist is a framework for the development of augmented reality applications that blur the distinction between the real world and the virtual world of the computer. By using a webcam and some form of feedback, you can for example grab with your hand rather than pointing an clicking with a mouse. OpenIllusionist uses the OpenGL API to render all elements and agents within an augmented application.

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