OpenGL News Archives
The Lightweight Java Game Library (LWJGL) is a solution for commercial quality games to be written in Java. It supports the OpenGL and OpenAL APIs, as well as access to controllers such as gamepads and joysticks. The OpenGL API is integrated via Java that specifies the interface to C code which in turn calls the appropriate OpenGL method. The new v0.96 adds AWT support and expanded DevIL and FMOD support.
This sample demonstrates how to perform alpha blending using the alpha channel of a standard .tga texture. For proper alpha blending, the sample uses a cull-mode sorting trick to ensure the sides of the textured cube get rendered in back-to-front order.
GLStereoPlayer is an OpenGL API-based stereoscopic movie and image viewer application. It supports various input file formats via DirectShow and DevIL libraries, and popular stereo rendering types including anaglyph, horizontal and vertical split, interlaced, Sharp3D and quad buffer. The software consists of 3 components: an easy to use standalone application, an ActiveX control to embed stereoscopic contents in other applications, and a GLUT based simple viewer application for reusability. Its source code is be a good example of implementing a movie texture in OpenGL API-based software. For Win32, written in C++, under LGPL.
SARGE is an animation SDK that helps you to import object and character animations from 3D modelling software into your own OpenGL API-based application or game engine. It supports import and play of animations with bones using an object’s weightmaps to determine influence of each bone on the animated object, ragdoll physics, child parent hierarchies, interpolation, shaders, and fast object swapping. The downloadable demo is an OpenGL API-based example.
IRIS Explorer V5.2 visual programming environment for OpenGL API accelerated scientific visualizatio
IRIS Explorer is a scientific OpenGL API-accelerated data visualization system that features a visual programming interface to you to develop, prototype and build visualization applications quickly and easily. Visualization techniques range from simple graphs to multidimensional animation.The new V5.2 is available for Linux and Mac OS X running X11 (and also Windows, SGI, Sun, HP and IBM systems)
This demo with source shows how to create a motion blur effect using the OpenGL API without the accumulation buffer. By rendering the object into a texture you can access the precedent frame, and render it with a lower alpha value. Doing this in a recurrent mode we get a motion blur effect.
The GO Screen Saver V3.0 uses the OpenGL API to play GO games in 2D and 3D. Features include camera movements, board tags, board in 2D and 3D, and 3D markers. The GL_ARB_vertex_buffer_objects is used to display stones on the 3D board. This feature can be disabled/enabled in real time. The software also include an OpenGL analyser of OpenGL extension support form your video card.
This demo with source, uses the OpenGL Shading Language to create a video mixer where you can blend two video sources together. It requires an NVIDIA FX 5200+ or ATI Radeon 9500+.
OpenGLEAN is an evolution of GLUT based on OpenGLUT and freeglut. It provides an OpenGL API 3D graphics rendering context attached to windows. (The name is supposed to suggest “lean”, in contrast to “glut”). The new v0.2 adds support for Win32 using C and .Net. It also adds support for OpenGL auxiliary buffers (a possible first for GLUT-like programs)
sdljava is a java binding to the SDL library with support for access to the audio, keyboard, mouse, joystick, 2D framebuffer and OpenGL API-accelerated 3D hardware. This latest release adds GLU support to the gljava OpenGL API bindings.
The open source Tao Framework is a complete framework to develop OpenGL API-based applications in .NET enviroments, including cutting-edge games, a graphics demo, a data visualization application, or an audio application. It is cross platform using the Mono plaform and supports Cg, DevIL, FreeGLUT, ODE, OpenAL, OpenGL, and SDL APIs.
NOC is a free program for protein structure model-building, visualization, validation and analysis. It supports hardware 3D-stereo views using OpenGL API quad-buffer, OpenGL API-based vivid rendering, line-smoothing, fogging, lighting, and 3D text-generation for labeling.
This article begins with a discussion of general optimization concepts, such as usign GLfloats, minimizing state changes, using threads etc. Feature topics include drawing with vertex data, handling static vertex data, handling dynamic vertex data and handling mixed data. Pseudo code is offered. The general concepts are applicable to all OpenGL API coders: Don’t do any work you don’t have to do; take maximum advantage of the available CPU and GPU hardware; and let your hardware resources work as independently as possible
This new demo (page 12 of the OpenGL demo series) features high dynamic range rendering using the OpenGL API and the OpenGL Shading Language. It includes full source to both the application and shaders as well as Visual Studio .NET project files.
ATI has posted their presentations (as PDFS) from GDC on OpenGL Performance Tuning (OpenGL Performance in a Shader-Centric World) and the OpenGL Shading Language. They also have their presentations from ATI sponsored GDC sessions.