Horde3D SDK v0.7.0 OpenGL 2.0-based crowd rendering engine adds support for facial animation
Categories: Applications |
Nov 30, 2006
Horde3D is a small open source OpenGL 2.0-based 3D rendering engine particularly suitable for rendering large crowds of animated characters. The new 0.7. adds support for morph targets which make it possible to use facial animation and specifically lip synchronization.
Irrlicht engine v1.2 adds support for texture matrix, FBO, and multisampling under Linux
Categories: Developers |
Nov 30, 2006
The Irrlicht Engine is an open source high performance realtime 3D engine written and usable in C++ and also available for .NET languages. The new v1.2 adds texture matrix support for hardware accelerated drivers, multisampling with OpenGL under Linux added, non-power-of-two textures, frame buffer objects for render targets larger than the screen, OpenGL render state fixes, enhanced COLLADA support and more.
Helian X3D browser for audio visualization using the OpenGL API
Categories: Applications |
Nov 30, 2006
Heilan is a cross-platform open source OpenGL API-based X3D browser written in C++ and designed for audio work. It features low latency audio courtesy of PortAudio, 1st order B-format Ambisonic audio engine for full 3d sound, Open Sound Control support for all nodes, a multi-threaded audio engine and an OpenGL API-based visualizer.
Crystal Space and Crystal Entity game layer v1.0RC1 with support for OpenGL API-based shaders
Categories: Developers |
Nov 29, 2006
Crystal Space is a powerful Open Source and portable 3D engine which supports the OpenGL API for rendering. Crystal Entity Layer is an Open Source 3D game framework which sits on top of Crystal Space and adds the notion of ‘game entities’ or ‘game objects’. The first candidate release for Crystal Space and Crystal Entity Layer 1.0 (1.0rc1) is available. It support CG and ARB shaders (both fragment and vertex shaders), support for lightmaps or hardware based lighting and shadows, physics using ODE, 3D sound, skeletal animation, a terrain engine and more.
Unity v1.6 OpenGL API-based 3D game environment enhances integration with web browsers via DHTML
Categories: Developers |
Nov 29, 2006
Unity is an OpenGL API -based 3D game development tool with support for shaders, advanced lighting, physics, networking, scripting and more. Developers can deploy games on Mac OS X and Windows, and even create Dashboard widgets. The new v1.6 adds collaboration tools, support for Windows Vista, pitch and doppler audio FX, drop-in support for .NET libraries, and texture painting. The Unity Web Player browser plugin can now fully interact with DHTML web pages that it’s embedded in. The Unity plug-in supports IE, Safari, Firefox, Mozilla, Netscape and Camino on Mac OS X and Windows.
OpenGL FrameBuffer Object 101
Categories: Developers |
Nov 27, 2006
The Frame Buffer Object (FBO) extension was introduced to make Render to Texture objects much more efficient and much easier to perform when compared with the copying or pbuffer alternatives. This article gives a quick over view of how to use this extension and some things to keep in mind when using it so you can add faster Render to Texture functionality to your OpenGL API-based programs.
OpenSG v1.8 adds Support for geometry shaders extensions to the OpenGL Shading Language
Categories: Developers |
Nov 27, 2006
OpenSG is a portable scenegraph system to create realtime graphics programs for virtual reality applications on Windows, Linux, Solaris and MacOS X and is based on the OpenGL API. The new v1.8 adds support for geometry shaders extensions to the OpenGL Shading Language
OpenGL API-based Luxina game engine v0.95 enhances normal mapping and support Cg 1.5
Categories: Developers |
Nov 27, 2006
The new v0.95 of the OpenGL API-based Luxina, Lua-scriptable game engine adds improvements to normal-mapping, use of Cg 1.5, and the resource viewer can serve as front-end to the file convertor. The engine comes with full documentation and is free for non-commercial use.
iDevGames Launches 3DU: 3D Game Development Contest for Mac OS X and OpenGL API
Categories: Developers |
Nov 25, 2006
iDevGames and Over The Edge Entertainment, the authors of the Unity engine, invite developers to put their skills to the test by creating OpenGL API-based 3D unique games in just 30 days! To enter, simply request a free contest version of Unity Pro, the Mac-based cutting-edge game development tool, or use any OpenGL API-based 3D development tool to enter!
GLEW v1.3.5 adds support for OpenGL 2.1 and NVIDIA G80 OpenGL extensions
Categories: Developers |
Nov 21, 2006
The OpenGL Extension Wrangler Library (GLEW) is a cross-platform OpenGL API extension loading library. GLEW supports the majority of OpenGL extensions on a variety of platforms, including Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. The new v1.3.5 adds core OpenGL 2.1 functionality and 21 new extensions available on NVIDIA GeForce 8 series graphics cards. GLEW is an open-source project.
Call for Authors for advanced OpenGL and OpenGL ES rendering techniques for ShaderX6
Categories: Developers |
Nov 20, 2006
The ShaderX book series is looking for contributions for advanced OpenGL and OpenGL ES rendering techniques, for the new ShaderX6. Written by game programming experts, each contribution will cover advanced rendering techniques that run on the DirectX and OpenGL run-time with any shader language available. Proposals are due by April 1st, 2007. Please send them to wolf at shaderx.com.
Red engine real-time ray-tracer using the OpenGL API in a scalable GPU based 3D engine
Categories: Developers |
Nov 20, 2006
Fully based on top of the OpenGL API, the Redsdk is a scalable GPU engine that includes real-time lighting and shadowing, real-time raytracing, a scene graph with customizable transformation pipeline, and offline high quality ray-tracing. Leveraging most of ARB shader standards, programs written for real-time application rendering can be used for the production of true ray-traced effects.
OpenGL Pipeline Newsletter Vol 002 - OpenGL now and in the near future
Categories: General |
Nov 17, 2006
The second edition of OpenGL Pipeline, the quarterly newsletter covering all things the OpenGL standards body has “in the pipeline”, covers many important issues: from what to expect in the new SDK, to information about OpenGL “Longs Peak” and OpenGL “Mt. Evans”, to technical optimization.
Topics in this issue include:
- Transitions (two new OpenGL releases in 2007)
- One SDK to Rule Them All
- The New Object Model
- Platform TSG Update
- “Clean” your OpenGL usage using gDEBugger
GLee OpenGL Extension library adds support for OpenGL 2.1 and GeForce 8 OpenGL extensions
Categories: Developers |
Nov 17, 2006
GLee (GL Easy Extension library) is a free cross-platform extension loading library for the OpenGLAPI . It provides seamless support for almost all OpenGL extensions and core functions up to OpenGL 2.0, automatically linking extension and core functions as they are used. The new v5.21 adds OpenGL 2.1 core support and NVIDIA GeForce 8 series extensions. 362 extensions are now supported.
Tutorial on using NVIDIA geometry shaders with the OpenGL Shading Language
Categories: Developers |
Nov 16, 2006
This tutorial explains how to use NVIDIA’s geometry shaders extensions to the OpenGL Shading Language (available for the GeForce 8 Series). A geometry shader begins with a single primitive (point, line, triangle). It can read the attributes of any of the vertices in the primitive and use them to generate new primitives. A geometry shader has a fixed output primitive type (point, line strip, or triangle strip) and emits vertices to define a new primitive. A geometry shader can emit multiple disconnected primitives. The primitives emitted by the geometry shader are clipped and then processed like an equivalent OpenGL primitive specified by the application. A Windows demo is included.
Starry Starry Night OpenGL API-based screensaver
Categories: Applications |
Nov 14, 2006
YZGalaxy is an OpenGL API-based screen saver that simulates all types of galaxies. The author was inspired by PBS show ‘Monster of the Milky Way’ and Vincent van Gogh’s painting ‘The Starry Night’.
Framebuffer Object class v1.5 supports attaching mulitple tetures with a single entry point
Categories: Developers |
Nov 13, 2006
The EXT_framebuffer_object allows you to take a texture object and “attach” it to a framebuffer. This provides a lightweight mechanism to “divert” the output of a rendering / computation pass away from the framebuffer for immediate display, but into a texture which can be used again as input for subsequent passes. Aaron Lefohn created a framebuffer object class and example application. The new v1.5 updates enumerations in error checking to match current FBO specification, better supports attaching multiple textures with a single entry point and adds a FBO Manager for managing a pool of FBOs based on width, height, and format.
Ultimate Stunts v0.6.3 adds OpenGL API-based graphic enhancements
Categories: Applications |
Nov 13, 2006
Ultimate Stunts is an OpenGL API-based remake of the famous DOS-game “stunts” for Linux and Windows. In addition to OpenGL API graphics, it will also support 3D sound and internet playl. The new v0.6.3 adds lens flare, wave animation on water, adn teh ability to change the color of cars.
Google Video presentation and text script from the Blender Conference 06: OpenGL Performance Programming
Categories: Developers |
Nov 12, 2006
This session from the Blender Conference 2006 by Eskil Steenberg, looks at how to use the OpenGL API in the correct way to get maximum performance on modern graphics hardware. This session offered guidance on how to prepare for the next-generation OpenGL API and how to avoid common pitfalls, in order to make Blender and other applications run faster. The session is available as a movie download and is of interest to anyone who programs using the OpenGL API. Now available on Google Video. You can also download the text script that accompanies the video/
NVIDIA GeForce 8 Series OpenGL extensions
Categories: Developers |
Nov 09, 2006
To fully expose the fouth-generation hardware features of the GeForce 8 Series of GPUs, significant new functionality has been added in the form of extensions to OpenGL 2.1 and the OpenGL Shading Language. This includes the addition of a third programmable processor, the geometry shader, full integer support in the OpenGL Shading Language, texture arrays, sRGB framebuffers, integer textures, bindable uniforms, and the ability to tap into the GL pipeline right before rasterization and stream data into a buffer object. You can get more details and ask questions at this topic on the message boards.
GPU computing with NVIDIA CUDA for data-intensive processing that inter-operates with the OpenGL API
Categories: Developers |
Nov 09, 2006
GPU computing with NVIDIA’s new CUDA (compute unified device architecture) technology uses ‘C’ programs called threads that are similar to multi-threading programs on traditional CPUs. In contrast to multi-core CPUs, where only a few threads execute at the same time, NVIDIA GPUs featuring CUDA technology process thousands of threads simultaneously enabling a higher capacity of information flow. Threads cab also communicate with eachother. The CUDA SDK includes standard FFT and BLAS libraries, a C-compiler for the NVIDIA GPU and a standalone runtime driver that inter-operates with OpenGL drivers from NVIDIA. Available for Windows and Linux.
HLSL2GLSL v0.9 DirectX 9 HLSL to OpenGL Shading Language translator
Categories: Developers |
Nov 08, 2006

The Graphics Product Group at AMD has released HLSL2GLSL v0.9. HLSL2GLSL is a tool that translates DirectX 9 HLSL shaders into the OpenGL Shading Language (GLSL). The tool is released under an open source license to encourage continued development of this functionality by the developer community. HLSL2GLSL can be used as a stand-alone command-line tool to directly translate shader source from HLSL to GLSL. In addition, a library version of the tool is provided (along with full source-code) that can be used by a developer in their application. The library is designed to work with input HLSL shaders up to Shader Model 3.0. The tool generates either GLSL v1.10.59 desktop OpenGL shaders or shaders that can be used with the OpenGL ES Shading Language v1.00. Also available as binaries for Mac OS X and Win32.
gDEBugger V3.0 supports OpenGL 2.1 and adds ATI Hardware Performance Counters
Categories: Developers |
Nov 08, 2006
gDEBugger, an OpenGL and OpenGL ES debugger and profiler, 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 V3.0 supports OpenGL V2.1 standards and contains ATI Hardware Performance Counters (Percentage Hardware busy, Transform Clip Lighting unit busy, etc.) integration. These counters are displayed in the Performance Graph and Performance Dashboard Views. V3.0 also adds the option for Floating Licenses with a dedicated License Server. Also an Academic gDEBugger License is available at no cost to Academic OpenGL developers.
uBrowser OpenGL API-based 3D web browser adds support for multiple simultaneous windows
Categories: Developers |
Nov 07, 2006

uBrowser is an open source test mule that renders interactive web pages onto geometry using the OpenGL API and an embedded instance of Gecko, the Mozilla rendering engine. This new release is implemented as a standalone library, with full source code, and adds support for multiple simultaneous browser windows.
‘Performance Evaluation of GPUs’ using the OpenGL API-based RapidMind Development Platform
Categories: Developers |
Nov 03, 2006
The RapidMind Development Platform is a software development system that allows the developer to use standard C++ programming to easily create high-performance and massively parallel applications that run on the GPU. This article by RapidMind and HP compares the performance of BLAS dense linear algebra operations, the FFT, and European option pricing on the GPU against highly tuned CPU implementations on the fastest available CPUs while using the RapidMind Development Platform. The OpenGL API-based backend of the platform is used to achieve results which are not only far better than the fastest CPUs, but also exceed any previously published hand-tuned OpenGL API-based results on GPUs. The results will also be presented at a poster session at SC06. The benchmarks are available with full source as samples together with a new evaluation beta of the RapidMind platform.
NeoAxis game engine and toolkit v0.3 supports OpenGL Shading Language
Categories:
Nov 03, 2006
NeoAxis Engine is a game engine and toolkit using C# and the .Net platform, designed for the creation of game titles for all genres, as well as 3D Visualization and Virtual Reality projects. It uses the OGRE render library with support for vertex and fragment programs and the OpenGL Shading Language.
Morphology v1.0 OpenGL-based subdivision modeler
Categories:
Nov 02, 2006
Morphology is a 3D subdivision modeling application based on the OpenGL API that allows beginners, indie game developers and 3D artists to create low polygon models for games, with full control over the polygon count. It also allows hi-resolution models to be created using subdivision surfaces and displacement mapping. Morphology is the first in a series of linked applications that will include animation, world creation, AI and physics modeling.
Cg Toolkit 1.5 adds OpenGL Shading Language profiles
Categories: Developers |
Nov 01, 2006
The Cg Toolkit provides a compiler for the Cg language, runtime libraries for use with the OpenGL API, runtime libraries for CgFX, example applications, and extensive documentation. The new v1.5 adds OpenGL Shading Language profiles, procedural effects, Intel Mac support, New OpenGL examples, and enhanced runtime and compiler performance.
Equalizer v0.1 framework for scalable multipipe OpenGL API-based applications
Categories: Developers |
Nov 01, 2006

Equalizer is an open source programming interface and resource management system for scalable multipipe OpenGL API-based applications. An Equalizer application can run unmodified on any visualization system, from a singlepipe workstation to large scale graphics clusters and shared memory visualization systems. Compared to other cluster-rendering software, it does not replace the OpenGL library but parallelizes and distributes the application’s rendering code for optimal performance. Version 0.1 (Linux and Mac OS X) is the first release intended as a preview and evaluation snapshot for application developers early adopters. It supports parallel rendering on distributed and shared memory systems, scalable passive stereo rendering, head tracking and more.
Horde3D SDK v0.60 adds softened shadows to OpenGL 2.0-based engine for rendering animated crowds
Categories: Developers |
Nov 01, 2006
Horde3D is a small open source OpenGL 2.0-based 3D rendering engine with a simple and intuitive interface and is particularly suitable for rendering large crowds of animated characters. The new v0.6.0 adds a basic shadow mapping implementation with softening of shadow edges.
GRASS v6.2.0 GIS suite enhances OpenGL API-based 3D visualizations
Categories:
Nov 01, 2006
The GRASS (Geographic Resources Analysis Support System) geographic information system is an open-source project that includes tools for spatial modeling, visualization of raster and vector data, management and analysis of geospatial data, and the processing of satellite and aerial imagery. The new v6.1.2 adds many new modules that converts raster maps to 3D for visualizations in the OpenGL API-based NVIZ tool.
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