Part of the Khronos Group

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.

(0) Comments | :Permalink

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.

(0) Comments | :Permalink

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.

(0) Comments | :Permalink

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

(0) Comments | :Permalink

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.

(0) Comments | :Permalink

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!

(0) Comments | :Permalink

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.

(0) Comments | :Permalink

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.

(0) Comments | :Permalink

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.

(0) Comments | :Permalink

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

(0) Comments | :Permalink

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.

(0) Comments | :Permalink

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.

(0) Comments | :Permalink

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’.

(0) Comments | :Permalink

Framebuffer Object class v1.5 supports attaching mulitple tetures with a single entry point

Categories: Developers |

Nov 14, 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.

(0) Comments | :Permalink

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.

(0) Comments | :Permalink

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/

(0) Comments | :Permalink

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.

(0) Comments | :Permalink

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.

(0) Comments | :Permalink

HLSL2GLSL v0.9 DirectX 9 HLSL to OpenGL Shading Language translator

Categories: Developers |

Nov 09, 2006

new graphic

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.

(0) Comments | :Permalink

gDEBugger V3.0 supports OpenGL 2.1 and adds ATI Hardware Performance Counters

Categories: Developers |

Nov 08, 2006

new graphic

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.

(0) Comments | :Permalink

uBrowser OpenGL API-based 3D web browser adds support for multiple simultaneous windows

Categories: Developers |

Nov 07, 2006

new graphic

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.

(0) Comments | :Permalink

‘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.

(0) Comments | :Permalink

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.

(0) Comments | :Permalink

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.

(0) Comments | :Permalink

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.

(0) Comments | :Permalink

Equalizer v0.1 framework for scalable multipipe OpenGL API-based applications

Categories: Developers |

Nov 01, 2006

new graphic

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.

(0) Comments | :Permalink

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.

(0) Comments | :Permalink

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.

(0) Comments | :Permalink

Page 1 of 1 pages

Column Header
Column Footer