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OpenGL News Archives

Equalizer v0.2 parallel OpenGL API rendering framework adds support for scalable rendering

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Equalizer is an open source programming interface and resource management system for scalable multipipe OpenGL API-based applications. Version 0.2 adds support for scalable rendering, by using multiple CPU’s, GPU’s and computers to scale the rendering performance of a single view. Currently supported are sort-first (2D), sort-last (DB) and eye task decomposition, as well as parallel compositing, including, but not limited to, direct send and binary swap sort-last compositing. Equalizer is a cross-platform toolkit and is initially available for Linux and Mac OS X.

Dec 30, 2006 | Read article... | Permalink

WinBasicGL v1.0 BASIC language with support for 100+ OpenGL API calls

WinBasicGL is a simple programming environment for Win32 platform with support for over 100 OpenGL API commands. This allows you to create simple games, demos and graphics applications using the BASIC programming language. It use FASM as a backend Assembler to generate the final executable.

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

Linderdaum Engine SDK v0.5.70 adds new advanced OpenGL API functionality

The Linderdaum Engine is an open source purely object-oriented 3D gaming engine written in C++. It is designed to be not only the class library, but also an integrated out-of-the box solution for the development of interactive 3D games. It uses OpenGL 2.1 and the OpenGL Shading Language to provide features found in high-end commercial 3D engines. The new SDK v0.5.70 adds enhanced rendering including floating point rendering, MRTs, HDR, NPOT textures, multisampling,  and dynamic textures, more file formats support , improved resources manager (faster precaching, rloading of resources at runtime), support for the LibVorbis and 3D audio. The SDK contains source code for the demos.

Dec 28, 2006 | Read article... | Permalink

BuGLe OpenGL API debugger adds range remapping and better ATI support

BuGLe is an open-source OpenGL API debugger for UNIX systems. The latest release adds an option in the texture and framebuffer viewers to remap the range. This is useful for viewing textures with data outside the [0, 1] range as well as images with low dynamic range. BuGLe should also work much better on ATI cards.

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

Theater Booth Session at GDC March 7, 2007: What’s New with OpenGL?

At GDC 2007 (03-07-07, 2PM-6PM, San Francisco), the Khronos Group will host an in-depth series of sessions on the OpenGL API in "on-the-show-floor" theater/classroom (Booth #260). This course will be taught by leading developers and will cover what's new in the OpenGL 2.1 and upcoming in "Longs Peak" and "Mt. Evans".

  • Presentation covering general developments in the API, including future direction; and a detailed tutorial on the most relevant new standard features: FBO and EXT_gpu_shader4
  • Performance analysis and optimization
  • Development Tools including an update from the Tools working group and a presentation from Graphics Remedy
  • FX topics including addressing the use of GPGPU effects for enhancing rendering

Dec 22, 2006 | Read article... | Permalink

QuteMol v0.4 molecular visualizer using OpenGL API-based shaders adds GIF animation export

QuteMol is an open source, interactive, high quality molecular visualization system for understanding the of the 3D shape and structure of large molecules or complex proteins. It exploits the current GPU capabilites through OpenGL API-based shaders to offers real time ambient occlusion, interactive rendering of large molecules, and depth aware silhouette enhancement. The new v0.4 adds enhanced coloring, anti-aliasing, and GIF animation export.

Dec 22, 2006 | Read article... | Permalink

GenCrowd 3D v2.0 OpenGL API-based head creation software adds bone-riggin and export formats

GenCrowd 3D is a stand-alone software tool that is enables quick and easy creation of hundreds of realistic, copyright free, 3D heads by age, gender and ethnicity, using the OpenGL API for rendering and real-time interactiviy. With the new v2.0, the resultant heads (mesh and texture), including morph targets or a ‘bone rig’ for animation, can be exported into industry-standard art/animation tool suites in a variety of file formats, mesh resolutions and texture sizes.

Dec 22, 2006 | Read article... | Permalink

K-3D v0.6.5.0 OpenGL API-based 3D modeler, animator and renderer add new UI

K-3D is a 3D modeling, animation, and rendering system for Linux and Win32. If features creation and editing of geometry in multiple realtime OpenGL API-based solid, shaded, and texture-mapped views; unlimited undos and redos;  extensibility at runtime through third-party plugins; animated procedural geometric effects; all parameters animatable through a consistent control-spline based interface; and rendering pipeline to Renderman Interface compliant rendering engines. The new v0.6.5.0 adds a new UI and greatly enhanced stability

Dec 22, 2006 | Read article... | Permalink

PDF Cube 0.0.2 uses the OpenGL API to add spinning cube page transitions to PDF documents

PDF Cube is an OpenGL API-based PDF viewer that adds a compiz/Keynote-like spinning cube trasition effect to your PDF presentations (including Latex, Beamer and Prosper). You can also zoom on 5 predefined areas of any presentation page with a smooth zooming effect.

Dec 19, 2006 | Read article... | Permalink

Experimental Robotics Framework OpenGL API-based graphical component system

The Experimental Robotics Framework is a OpenGL API-based graphical component system. It’s designed for rapid prototyping of components and it can be used for other activities other than robotics. It is very similar to IBM eclipse but in this case for 3D applications and based on C++ instead of Java. It supports webcam, latex, picking, OpenGL Shading Language shaders, voice interfacing and more.

Dec 18, 2006 | Read article... | Permalink

QuesoGLC OpenGL Character Renderer v0.5 enhances rendering speed

QuesoGLC is a free implementation of the OpenGL Character Renderer developed by SGI for IRIX. The OpenGL Character Renderer (GLC) is a state machine that provides OpenGL API-based programs with character rendering services including scale and rotate text and draw text using texture, lines, filled triangles, or bitmaps. The new v0.5 brings major speed improvements for OpenGL API-based rendering (up to 50%) and adds support for the Unicode bidirectional algorithm.

Dec 18, 2006 | Read article... | Permalink

OpenGL Vertex Buffer Objects tutorial

This tutorial discusses in detail about the use of the Vertex Buffer Objects (VBO) to describe geometric primitives.  It includes several demos with source code as well as a complete project showing the use of VBOs with the an OpenGL Shading Language-based animation.

Dec 18, 2006 | Read article... | Permalink

OpenGL Frame Buffer Object 201 - texture cycling and multiple texture renders

This second article in a series (see FBO 101), shows how you can use a single FBO to cycle through a number of textures to render to and finish off with using the OpenGL Shading Language to render to multiple textures at the same time via the Draw Buffers extension.

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

BeQunge code editor using the OpenGL API for the Funge programming language

BeQunge is an n-dimensional code editor, interpreter, and debugger for the Funge programming language. Instructions in Funge are represented by single characters, and the program counter is a vector. The code editor is based on the OpenGL API and is able to display any number of dimensions. Concurrent Funge is supported, allowing for forking and multiple instruction pointers. A debugger is integrated.

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

endorphin v2.7 OpenGL API-based character animation software adds fluid interactions

endorphin lets you create high-quality character motions in real-time using an OpenGL API renderer. You direct your charaters’ actions by choosing from a list of adaptive AI behaviours that lets them interact in real-time. The new v2.7 adds fluid interactions (characters and objects can now interact with fluids (e.g. water, air, mud) in a physically-plausible manner, including buoyancy and drag forces.) , a control panel plug for Maya, sticky surfaces behavior,  and extended forces and torques.

Dec 08, 2006 | Read article... | Permalink

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