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OpenGL News Archives

Crystal Space and Crystal Entity game layer v1.0RC1 with support for OpenGL API-based shaders

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.

Nov 29, 2006 | Read article... | Permalink

Unity v1.6 OpenGL API-based 3D game environment enhances integration with web browsers via DHTML

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.

Nov 29, 2006 | Read article... | Permalink

OpenGL FrameBuffer Object 101

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.

Nov 27, 2006 | Read article... | Permalink

OpenSG v1.8 adds Support for geometry shaders extensions to the OpenGL Shading Language

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

Nov 27, 2006 | Read article... | Permalink

OpenGL API-based Luxina game engine v0.95 enhances normal mapping and support Cg 1.5

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.

Nov 27, 2006 | Read article... | Permalink

iDevGames Launches 3DU: 3D Game Development Contest for Mac OS X and OpenGL API

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!

Nov 25, 2006 | Read article... | Permalink

GLEW v1.3.5 adds support for OpenGL 2.1 and NVIDIA G80 OpenGL extensions

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.

Nov 21, 2006 | Read article... | Permalink

Call for Authors for advanced OpenGL and OpenGL ES rendering techniques for ShaderX6

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

Nov 20, 2006 | Read article... | Permalink

Red engine real-time ray-tracer using the OpenGL API in a scalable GPU based 3D engine

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.

Nov 20, 2006 | Read article... | Permalink

OpenGL Pipeline Newsletter Vol 002 - OpenGL now and in the near future

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

Nov 17, 2006 | Read article... | Permalink

GLee OpenGL Extension library adds support for OpenGL 2.1 and GeForce 8 OpenGL extensions

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.

Nov 17, 2006 | Read article... | Permalink

Tutorial on using NVIDIA geometry shaders with the OpenGL Shading Language

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.

Nov 16, 2006 | Read article... | Permalink

Starry Starry Night OpenGL API-based screensaver

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’.

Nov 14, 2006 | Read article... | Permalink

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

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.

Nov 13, 2006 | Read article... | Permalink

Ultimate Stunts v0.6.3 adds OpenGL API-based graphic enhancements

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.

Nov 13, 2006 | Read article... | Permalink

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