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OpenGL News Archives

Java3D source code released along with OpenGL API examples

Sun has announced that the source code for the core Java 3D API, vecmath, the Java 3D core
utilities, and the Java 3D program examples have been released under the Java Research and BSD licenses.  Java3D supports OpenGL API-hardware acceleration.

Jun 28, 2004 | Read article... | Permalink

OpenGL-API accelerated Maya Unlimited coming to Mac OS X

Maya Unlimited, the 3D animation and visual fx tool will come to Mac OS X by late summer 2004, including all tools that are available to artists with Maya Unlimited 6. Maya Unlimited requires an OpenGL API hardware accelerator.

Jun 28, 2004 | Read article... | Permalink

Apple announces “Core Image” for programmable OpenGL API GPUs

Core Image allows developers to leverage OpenGL and GPU rendering for very fast image processing. Effects and transitions can be expressed with a few lines of code for real-time, interactive responsiveness as you select and apply filters.  Core Video will provide a modern foundation for video services in Mac OS X Tiger. It provides a bridge between QuickTime and the GPU for hardware-accelerated video processing. This highly-optimized pipeline for video presentation increases performance and reduces CPU load, freeing up resources for other operations.

Jun 28, 2004 | Read article... | Permalink

Making the Ultimate Map using OpenGL API-based Keyhole software

Refering to the OpenGL API-based Keyhole software,  Newsweek magazine writes: “There it is, that good old pale blue dot in all its earthly glory, right there on your computer screen. It’s a familiar sight, even from a sky-high perspective experienced only by astronauts and angels. But hold on. By mousing around and clicking, you swoop like Superman, down, down, down, to a location on terra firma. Coastlines and rivers come into view, then cities, houses and even cars. And then, with another mouseclick, you can see the roads labeled, highlight the high-crime areas and locate the nearest Chinese restaurant”

Jun 28, 2004 | Read article... | Permalink

MeVisLab features GigaVoxelRenderer using the OpenGL API

feature graphic

MeVisLab is a research and prototyping platform for medical image processing and visualization and is used to develop scientific methods for computer assistance in medicine in general and radiology in particular. The OpenGL API is used extensively for 2D and 3D visualization. The GigaVoxelRenderer is a scalable, octree based, hardware-accelerated volume renderer capable of displaying large volumes.  MeVisLab is free for non-commercial use, an SDK is also available. License restrictions apply.

Jun 28, 2004 | Read article... | Permalink

DevLib V1.4 OpenGL API-based multimedia library adds support for fog, stencil buffer, lighting and

DevLib is designed to make multimedia productions (games, screen-savers, demos.) easier and more intuitive to write.  The new DevLib v1.4 is till compatible with DevCpp and VC7, using a better OpenGL abstraction, and released under LGPL license. This version also introduces support for fog, stencil buffer, lighting, device queries, log output, support for the OpenGL Extension Wrangler library and more.

Jun 28, 2004 | Read article... | Permalink

Soft Body 3.0 real-time soft body simulation using GLUT

Soft Body 3.0 simulates real time soft body behavior using an original pressure model. The free sample application for Windows uses the OpenGL API and GLUT.

Jun 28, 2004 | Read article... | Permalink

Cedega runs off the shelf DirectX 9 games on Linux using OpenGL 1.5 wrapper

Cedega (formerly known as WineX) allows Windows based games to run on
Linux, out-of-the-box, seamlessly and transparently.  The new Cedega
  supports DirectX 9.0 that works on top of the OpenGL 1.5 API,
including advanced Pixel and Vertex shaders. Cedega 4.0 also includes a
new advanced inter-process communication architecture that can double
the speed of games which make heavy use of Win32 kernel synchronization

Jun 24, 2004 | Read article... | Permalink

Drome 3D engine supports OpenGL API shaders

Drome Engine is a 3D game engine written in C++ and using the OpenGL API.  It currently supports dynamic lightmaps, stenciled shadow volumes, sky domes, shaders, particle effects, and TrueType fonts (using FreeType 2).  The new v0.2.8. includes a a first-person perspective demo and 3 maps/levels.

Jun 24, 2004 | Read article... | Permalink

Minions of Mirth OpenGL API-based massively single player RPG

Minions of Mirth is a massively single player RPG which uses the OpenGL API for rendering.  It is being developed for both Mac OS X and Win32. The game is Open Source and based on the GPL Quake2 codebase.  The site features screenshots, features, and an 8 minute video.

Jun 24, 2004 | Read article... | Permalink

Shader Triathlon - Summer 2004 programming competition: call for OGLSL entries

ShaderTech, Nvidia, Discrete, RTzen, and GDC are sponsoring a shader programming competition: the Shader Triathlon. $20k worth of prizes are available. The deadline is August 1st, 2004 so get those OpenGL Shading Language enteries in now.

Jun 24, 2004 | Read article... | Permalink

OpenGL Shading Language updates

The ARB has approved minor updates (see the included revision histories) for the

OpenGL Shading Language Specification (version 1.10)

  and to the associated OpenGL extensions
ARB_fragment_shader, and
  There is an updated version of the extension header file
  corresponding to these changes, and some other registry updates
  including a new set of

naming conventions for Shading Language extensions
  an updated
extension-authoring template,
  and a very minor unrelated update to the

Jun 23, 2004 | Read article... | Permalink

Fathammer to integrate OpenGL ES into X-Forge mobile game development system using Hybrid’s OpenGL E

The X-Forge Game Development System for mobile gaming from Fathammer will incorporate OpenGL ES and M3G (JSR 184) using Hybrid’s OpenGL ES API Implementation Framework. OpenGL ES is based on strictly defined parts of the OpenGL standard and it enables the lightest possible interface between software and hardware based graphics acceleration.

Jun 23, 2004 | Read article... | Permalink

MegaCorps Online FPS Java and OpenGL API - based game with real-time shadows

MegaCorps Online is a new tactical multiplayer first person shooter game that features real-time shadows, bump maps and dynamic lighting. The game is developed in Java and uses the OpenGL API. The first beta is available for download.

Jun 23, 2004 | Read article... | Permalink

EMotion FX v2.1 OpenGL-accelerated character system adds character factory

EMotion FX s a realtime character animation system designed to be plugged into any 3D engine or game. It features facial animation, lipsynching, inverse kinematics, and support for OpenGL hardware shaders.  The new v2.1 adds assembly of characters from different body parts (and removal in explosions), improved and new inverse kinematics solvers, memory optimizations as well as an improved Look-AtӔ controller.

Jun 23, 2004 | Read article... | Permalink

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