OpenGL News Archives
David Britten, vice president of technology at mobile developer/publisher Superscape, pointed out in his case study of the company’s development of a 3D-accelerated version of its Ducati 3D Extreme game, the consistency of hardware remains a problem. Some devices still don’t support OpenGL ES, while other cause problems because hardware manufacturers don’t always ship product with standardized firmware. The 3D-accelerated version of Ducati 3D Extreme was written using the OpenGL ES Common Lite v1.0 API, the game work was split with the CPU dealing with the gameplay logic, the DSP4 running the geometry, lighting and audio, while the dedicated 3D hardware did the rasterizing and Z buffering.
Mesa is a free and open-source implementation of the OpenGL specification. The project has just released a new stable version of Mesa 7.0 which is featuring OpenGL 2.1 API support. A number of bugs have also been fixed since the 6.5.3 release.
OpenSceneGraph-2.0 release introduces a new multi-threaded, multi-gpu viewer library which integrate with a wide range of windowing toolkits, a new shadow library, a new interactive manipulator library and new threading models that make the most of modern multi-core CPUs. The latest release also includes and wide range of feature and performance enhancements including updates to COLLADA and OpenFlight support. OpenSceneGraph-2.0 supports OpenGL 1.1 through to OpenGL 2.1, including OpenGL Shader Language and Vertex/Pixel/FrameBufferOjbects, and runs on Windows, Linux, OSX, Solaris, IRIX, HP-Ux, AIX and FreeBSD.
Xi Graphics, Inc. announced that its extensive Accelerated-X(TM) Summit Series product line of X Window System (“X”) graphics sub-system software packages now has 2D and OpenGL 3D support for the ATI Radeon 9250 graphics card on SPARC computer platforms from Sun Microsystems. The new Xi Graphics X server/driver offering is high-performance, high-quality commercial software that is compliant with industry standard specifications for X (through X11R6.5) and for OpenGL (through v1.5).
This tutorial focuses on fairly advanced text rendering. If you’d like to add some text to your OpenGL applications, this is just the right place to be. If you’re using Direct3D, PixelToaster, SDL or whatever else, don’t leave too soon - the techniques presented here may as well work with other pixel plotting libraries. You only need some basic blending and texturing. Some people might think that text rendering is trivial, but in this tutorial we’re going to see that in order to support a nice set of features, such as Unicode compliance, antialiasing or kerning, we’re going to need more than just a bit of coding. Check out the tutorial now.
Tim Huff from Adobe Inc has a great blog entry on how easy it is to get Autodesk Revit models into Acrobat 3D version 8. This will be done using a cool new technology to Acrobat 3D, OpenGL Capture. In Acrobat 3D version 7, it was a bit of a challenge to get your full Revit Models into it. In version Acrobat 8 we updated the Capture Routines to work better with Revit’s graphic sub system. To find out what this all means to you, we highly suggest you take a quick trip to Tim’s great blog entry and have a read. You’ll be happy you did.
Big Nerd Ranch Europe announced today the first offering of Rocco Bowling’s five-day OpenGL Bootcamp at the old monastery Kloster Eberbach near Frankfurt, Germany, for September 10-14, 2007. In modern application development OpenGL has become the standard-bearer in the visualization of 2D and 3D images in a wide spectrum of fields, from visually enhanced user experiences in general, to medical research and pharmaceuticals, rich data visualization, in addition to video gaming. Today, everyone doing any work concerning graphics must know OpenGL. Through the vision and dedication of the OpenGL community and the OpenGL ARB, OpenGL excels in cross-platform portability and scalability, adaptable to a variety of hardware environments from individual workstations to supercomputers. For more information, see the Khronos website here.
The Doomsday Engine Development blog has announced it will drop support for Direct3D. Doomsday 1.9.0-beta6 will see support for Direct3D dropped. For architectural reasons, development on the rendering plugins (drOpenGL and drD3D) has proved quite troublesome, not just the fact that whatever was implemented in one had to be done to the other (typically first in OpenGL and later in Direct3D). On our modern systems, there is very little to pick and choose between OpenGL and Direct3D and both have very good vender support (not like the early days of hardware acceleration when typically one of which your card/drivers just didn’t ‘like’). Given that OpenGL is cross-platform (and the API is nicer IMO) it is the obvious choice to continue development with.
Dustin Sklavos at Notebookreview.com has written an interesting perspective on Gaming and DirectX vs OpenGL.
Excerpt: “DirectX 10 hasn’t lived up to any of its promises, and in fact has been a titanic disappointment. More than that, the features that are supposed to be unique to DirectX 10 can also be exposed in OpenGL. Given how few people readily jumped on the Vista bandwagon, it’s safe to suggest there might be a slight paradigm shift to favoring OpenGL, especially now that DirectX has had its components largely broken up.
A rejuvenated interest in Mac gaming more than likely means rejuvenated interest in OpenGL, which is NOT platform dependent as DirectX 10 is. A rejuvenated interest in OpenGL means the potential for DX10 features outside of Windows XP. In short, DX10 is, at least at the moment, bust, and the features it boasts so proudly may indeed wind up making the journey back to Windows XP in the form of updates to OpenGL.”
Plunger version 0.1.0 has been released and is available from the WorldForge download site. Plunger is a 3D mesh converter. It currently imports Collada, OgreXML and Sear’s object format and exports Collada, OgreXML, Sear’s object format, MD3 and a text summary about the model. Plunger is written in Python.
Call for Heroes: Pompolic Wars is a third-person action game with RPG elements placed in a fantasy-medieval world. It uses OpenGL API based 3D engine with full support for vertex and fragment programs, GLSL, VBO, render targets and more. It offers fully customizable and scriptable shader development with the Lua programming language. Available for Windows 2000/XP/Vista.
Visage Technologies AB adopts a new licensing policy for its powerful visage|SDK real-time character animation software development kit. The major motivation for the new policy is to make sophisticated real-time character animation more accessible for a large population of interested developers. Full body characters with skinning and facial animation controlled through standard MPEG-4 Face and Body Animation Parameters are now available in extremely competitively priced visage|SDK BASE package, with other packages providing higher level functions such as lip sync and animation driven by speech synthesis. Find out more and try out the OpenGL powered demo here.
The fourth edition of OpenGL Pipeline--the quarterly newsletter covering all things the OpenGL standards body has “in the pipeline”--covers a bunch of exciting news and tips: from updates about OpenGL “Longs Peak” to mobile shaders and debugging.
Topics in this issue include:
- Climbing OpenGL Longs Peak, Camp 3: An OpenGL ARB Progress Update
- Shaders Go Mobile: Announcing OpenGL ES 2.0
- Longs Peak Update: Buffer Object Improvements
- Another Object Lesson
- Transforming OpenGL Debugging to a "White Box" Model
Ron Avitzur spent the last several weeks experimenting, instrumenting his code, profiling performance, and optimizing. Ron presents by way of summary, a sequence of timing and Shark profiles at various stages examining animated graphs of two implicit equations which represent different balances between numeric calculations and rendering complexity.
Clutter is an open source software library for creating fast, visually rich graphical user interfaces. Clutter has many many new features now including OpenGL ES support. Clutter uses OpenGL (and soon optionally OpenGL ES) for rendering but with an API which hides the underlying GL complexity from the developer. The Clutter API is intended to be easy to use, efficient and flexible.