OpenGL News Archives
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.
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.
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.
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
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.
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.
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.
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
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.
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.
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.
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.
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.
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).
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.