OpenGL News Archives
The 31st installment in a series dedicated to promoting OpenGL development on Linux. This tutorial teaches a more advanced Tessellation technique called PN Triangles. It is based on a 2001 paper by Vlachos, Peters, Boyd and Mitchell. An implementation of this technique using DX11 was recently presented by John McDonald in GDC 2011.
The 0.4.0 release of the Unofficial OpenGL SDK. In addition to cross-platform components for OpenGL window creation, OpenGL function pointer initialization, and image loading, the 0.4.0 release adds:
- Immediate mode-style rendering API. 100% compatible with core OpenGL 3.2+
- Shader/Program compiling/linking wrappers. They check for errors and clean up after themselves.
- Mouse-based camera and object controls.
All of the components use the same cross-platform build system, to make compiling and linking to those libraries easier.
GeeXLab is a demotool for quickly prototyping and coding real time 3D scenes with Lua, Python and the OpenGL shading language. With GeeXLab, you can create demos, benchmarks, or small games. It is also a fantastic tool to start learning real time 3D programming. Main features of GeeXLab 0.3.0 are geometry and tessellation shaders as well as the support of live coding (scripting and shaders).
Skew Matrix Software is pleased to announce a major release of the award-winning osgBullet open-source project. osgBullet supports visualization of Bullet physics simulations using the OpenGL-based OpenSceneGraph (OSG) SDK.
Version 0.9.9 of the free open-source, cross-platform 3D application framework PixelLight has been released. The focus was on the support of mobile devices, improving Unicode support, bug fixing and enhancing the general usability of the technology. Starting with this release, there’s support for Google’s mobile operating system Android and the OpenGL ES 2.0 renderer has been improved. If supported by the GPU driver, the OpenGL ES 2.0 renderer can now be used natively under MS Windows and Linux without using an emulator. In order to make it easier to compile PixelLight, the previous simple BUILD text file has been replaced by a more sophisticated document.
After an extended delay, the jMonkeyEngine 3 SDK Beta is finally released. This will probably be our only Beta release, thanks to the new “stable branch” that will be the recommended update path from now on. The nightly builds will still be available to any daring developer who wants to keep up with the cutting edge, but we highly recommend using a separate settings folder. See the release announcement for more details. This is probably the most feature rich release in a while now that we’re focusing on going stable next. Some highlights include vastly improved Android support, improvements to the OpenGL 1 renderer, a native .blend model loader and some crucial Linux fixes. On the visual side we’ve now got steep parallax mapping, a new underwater filter and fast approximate anti-aliasing. We hope our fellow Java game developers will enjoy this release as much as we enjoyed making it a reality.
SCALE’s 10th annual call for papers will be drawing to a close next month on November 17th. We would like to invite the OpenGL community to submit presentation proposals for this year’s event. Presentations need not be limited to Linux, all open-source related sessions are welcome. For more information on the call for papers please see the CFP website. SCALE will be held January 20-22, 2012 at the LAX Hilton in Los Angeles, CA.
Google’s recently announced Android 4.0 platform, and related Ice Cream Sandwich SDK, include many new media capabilities. One very nice addition is the introduction for low-level streaming multimedia. To support this low-level streaming, the platform introduces a new native API based on the Khronos OpenMAX AL 1.0.1 API. This API is implemented on the same underlying services as the platform’s existing OpenSL ES API, so developers can make use of both APIs together if needed. Tools support for low-level streaming multimedia will be available in an upcoming release of the Android NDK. Learn more about OpenMAX AL on the Khronos Group website.
OGLplus is a free open-source header-only library which implements a thin facade over the OpenGL® (version 3 and higher) C-language API. It provides wrappers which automate resource management and make the use of OpenGL in C++ safer and easier. OGLplus is available for download or via Git at SourceForge.net.
The Lightweight Java Game Library (LWJGL) is a solution aimed directly at professional and amateur Java programmers alike to enable commercial quality games to be written in Java. LWJGL provides developers access to high performance crossplatform libraries such as OpenGL, OpenCL, and OpenAL, allowing for state of the art 3D games and 3D sound. Additionally LWJGL provides access to controllers such as Gamepads, Steering wheel and Joysticks.
Quad Software announced the release of the version 3.1 of Grome, the game level authoring tool used by professional game developers and companies from 3D simulation industry. This new version brings new tools and enhancement to existing ones, speed and memory management improvements. New extended compatibility is provided with external engines (Unity3D, Unreal Development Kit, OpenSceneGraph) and integration with external modelers (3DS Max, Maya, Blender) is achieved via industry standard COLLADA format. Commercially available for over 4 years, Grome modeler is used for AAA game titles for latest generation consoles and for PC by companies like Ubisoft and Eidos, for mobiles platforms by Gameloft and for professional simulation applications by Boeing and Saab.
The NeoAxis Group has integrated the Awesomium library into the NeoAxis 3D game engine. Awesomium is a windowless framework, based on Chromium/WebKit engine, that now can be plugged to NeoAxis as extension. Using Awesomium developers can embed online web pages and implement unique, rich and original gameplay features inside their applications, be it games or something else. NeoAxis implementation of Awesomium includes easy control through GUI and support for in-game 3D interface, available for Windows and Mac as precompiled binary files with integration source code included. Framework usage is free for non-commercial projects and indie companies with revenue in previous year less than $100,000.
The 30th installment in a series dedicated to promoting OpenGL development on Linux. This tutorial introduces the tessellation pipeline which is a new feature in OpenGL 4.x.
Drishti - OpenGL based volume exploration and presentation tool was recently updated. Drishti works on GPUs having OpenGL 2.0 capability. This update includes many newer additions such as scalebars, grids for landmark generation, interpolation of colours/voxel values between two volumes when handling double volumes, and more. Drishti allows scientists to visualize, explore and present volumetric datasets. An invitation to join the Drishti User Group is now available at the google code site.