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OpenGL News Archives

Refining OpenGL for Embedded Systems

A great overview of how a leaner and cleaner version of the most widely deployed 3D API is produced. Written by Kari Pulli and Jani Vaarala of Nokia and Ville Miettinen co-founder of Hybrid Graphics, this overview is a must read. Fro mthe article “The early mobile 3D engines were all proprietary, and their rendering pipelines were implemented in software running on general-purpose CPUs. In 2002, to provide a baseline for portable 3D hardware acceleration, the Khronos Group began to design a 3D standard for mobile devices. The idea was to take OpenGL, the most widely deployed 3D API, as a starting point to produce a leaner and cleaner version: OpenGL ES (embedded systems).

Feb 25, 2008 | Read article... | Permalink

breve 2.7 Released: Agent Based Modelling Software Using OpenGL

breve is a free, open-source software package for Mac OS X, Linux and Windows that makes it easy to build 3D simulations of multi-agent systems and artificial life. Using Python, or a simple scripting language called ‘steve’, users define the behaviors of agents in a 3D world and observe how they interact. breve includes physical simulation and collision detection so you can simulate realistic creatures, and an OpenGL display engine so you can visualize your simulated worlds.

Feb 25, 2008 | Read article... | Permalink

glTail.rb offers real logfile visualization using Ruby and OpenGL

Using OpenGL and Ruby, you can now view real-time data and statistics from any logfile on any server with SSH, in an intuitive and entertaining way. Some features include Real-Time, Multiple logfiles on multiple servers, Configurable layout, Multiple logfile parsers, (Apache Combined, Rails, IIS, Postfix/spamd/clamd, Nginx, Squid, PostgreSQL, PureFTPD, MySQL, TShark, qmail/vmpop3d), and Custom events. Written in Ruby using net-ssh & ruby-opengl. Released under the GPLv2, you can download it here.

Feb 21, 2008 | Read article... | Permalink

ARM Leads the Mobile Market Into Console-Quality 3D Gaming using OpenGL 2.0

ARM announced at the Game Developers’ Conference, San Francisco, Calif., the ARM(R) Mali-JSR297(TM) software for 3D graphics, the first product to enable developers of Java applications to take advantage of the latest hardware graphics features found in OpenGL ES 2.0 graphics processing units (GPUs), such as the ARM Mali200(TM) GPU.  The new features in the Mali-JSR297 software reside beneath the gaming applications that users download to their phones and open up the full power of OpenGL ES 2.0, the API used in leading games consoles such as the Sony PlayStation 3 and which is supported by the Mali200 GPU.

Feb 21, 2008 | Read article... | Permalink

Impressive Eye Candy: 3D OpenGL Transitions

OpenOffice.org Impress 2.4 has introduced ten cool new 3D OpenGL-rendered transitions. Shane M. Mathews developed this feature under the Google Summer of Code 2007 program with mentors Thorsten Behrens of Sun Microsystems (at the time) and Radek Doulík of Novell. There are also more transitions coming.

Feb 21, 2008 | Read article... | Permalink

Gizmo3D 2.1.1 released

Saab Training Systems AB released first version of the OpenGL scene graph Gizmo3D 2.x to public community.

Feb 21, 2008 | Read article... | Permalink

C/C++ interpreter Ch and Embedded Ch v6.0 released

Ch is an embeddable C/C++ scripting interpreter for cross platform scripting, 2D/3D plotting, shell programming, numerical computing and embedded scripting. It supports the OpenGL API under Win32, Unix, Linux, and Mac OSX for cross platform scripting without compilation. Ch can be easily embeded or plugin into other C/C++ application programs as a scripting engine for games etc. The new Ch and Embedded Ch v6.0 added debug features, IDE and more powerful plotting features.

Feb 18, 2008 | Read article... | Permalink

Glest 3.1.0 Released

Glest is an, OpenGL based, free, real-time strategy game and engine, available for Windows, Linux and other operative systems. Version 3.1.0 incorporates LAN/Internet play for up to 4 players.

Feb 18, 2008 | Read article... | Permalink

Phun - 2D physics playground in OpenGL

Phun is an application for creating 2D simulations of physics. It has a cartoony feel to it and is simple and fun to use! The current version is free to download and run for non-commercial use and was developed for HPC2N/VRlab at Umeå university as MSc project in Computing Science by Emil Ernerfeldt. Phun will be used in combination with large interactive displays at Umevatorium, a science center in Umeå, Sweden, but can also be downloaded and run on your own pc. Phun is completely cross-platform, written in C++ and uses OpenGL for rendering. It also uses SDL (for window management and input), SDL_image (for reading images), GLEW (for OpenGL extension management), boost and boost_filesystem. The 2D physics library and the GUI are both based on original code A video of Phun can be seen at Youtube.

Feb 14, 2008 | Read article... | Permalink

AnatomyLab Software uses Internet as multilingual Knowledge Base

AnatomyLab II is a web enabled Windows application for teaching, learning and presenting human anatomical content. A high-end full body model consisting of several thousand parts of bones muscles and ligaments is integrated. Custom content can be added and shared by AnatomyLab II users worldwide. The OpenGL API is used for all interactive views and in-view control buttons and menues.

Feb 14, 2008 | Read article... | Permalink

J & L Associates releases a new product: AsdGraph3D Excel Addin

AsdGraph3D is a true 3D Excel Addin that plots 3D surfaces directly from user-specified cell ranges within MS Excel. The tight integration with MS Excel is what differentiates AsdGraph3D from rest of the 3D surface plotters. The Addin is both an end-user product and a developer tool. For developers, AsdGraph3D provides an extensive set of API that is callable from VB, VBA, Java Script and C++.

Feb 11, 2008 | Read article... | Permalink

VRMesh 4.1 OpenGL API-based mesh modeler for use in land surveying and reverse modeling released

VirtualGrid Company announces the release of VRMesh v4.1, a free-form OpenGL API-based 3d mesh modeler for point cloud and triangle mesh processing. This release adds some new features to increase the performance of VRMesh for use in civil engineering, and enhances some key features to streamline the process of complete reverse modeling, rapid prototyping, and conceptual design from sketch. Therefore, VRMesh has the abilities to quickly clean up large-sized point clouds, remove extraneous points, align several scans together, and reduce large point clouds into manageable size for use in downstream applications, such as Autodesk® Civil 3D®. And also, it can automatically convert very large point clouds to accurate 3D polygonal meshes with preserving color information for visualization in NavisWorks JetStream®

Feb 11, 2008 | Read article... | Permalink

Demoniak3D 1.20.0 announced

An update of Demoniak3D is available. Demoniak3D is a tool designed to help developers and technical artists to quickly create and prototype realtime 3D solutions: demos, benchmarks, little applications or games. Demoniak3D uses a mixture of XML, LUA scripting and GLSL (OpenGL Shading Language). Demoniak3D’s 3D engine uses OpenGL for hardware graphics acceleration.

Feb 08, 2008 | Read article... | Permalink

ZGameEditor for developing small and efficient OpenGL API-based applications now open source

ZGameEditor is a freeware tool for Windows (generates files for Win32/Linux/Mac) that allows you to build OpenGL API-based games that can be as small as 64 KB or less. The full Delphi/Free Pascal source code is now available!

Feb 06, 2008 | Read article... | Permalink

Horde3D v0.14 released

The new version 0.14 of the OpenGL 2.0-powered open source graphics engine Horde3D has been released a few days ago. It brings a plenty of smaller improvements and is available for Windows, Linux and Mac OS X. It comes in combination with a new version of the Horde3D Editor, a valuable tool for composing scenes and prototyping cutting-edge rendering techniques.

Feb 04, 2008 | Read article... | Permalink

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