OpenGL News Archives
Nvidia and Sony provided a first look at the RSX graphics architecture of Playstation 3 at a press conference at E3. The RSX graphics processor when combined with the Cell microprocessor (which has nine cores) will provide two teraflops of floating point horsepower. PS3 will have 256MB of XDR RAM at 3.2 GHz, 256MB GDDR3 VRAM at 700 MHz, six USB 2.0 ports, support for Memory Stick and compact flash memory cards, digital audio output, 3 gigabit Ethernet ports, built-in Wi-Fi and support for Blue-ray Disc format (50GB) as well as play CDs and DVDs. At E3 the impressive tech demos included light absorption and subsurface refraction, highlighting how different surfaces react differently to lighting. More significantly to OpenGL developers, the Playstation 3 will support the open standards OpenGL ES 2.0 (with OpenGL ES Shading Language) and Cg for rendering.
DevLib C++ multimedia framework adds support for Mac OS X and adds support for OpenGL substractive b
DevLib is an object-oriented framework written in pure C++ to make multimedia productions (games, screen-savers, demos) easier and more intuitive to write.It offers a complete abstraction of resources management (fonts, images, 3D meshes, files, zip-archives, sounds) and rendering operations through 3D hardware based on top of the OpenGL API. The new v1.5 adds support for Mac OS X, many new demos, and enhancements.
Power Game Factory for Mac OS X uses the OpenGL API to develop side scrolling action games without a
Power Game Factory for Mac OS X can be used to create side scrolling action games similar to many of the most highly regarded console video games of the past two decades, but with far superior OpenGL API-based graphics and sounds. Best of all, no programming is required. The game development environment can create games that combine high resolution sprite graphics and realistic physics with authentic old school gameplay.
3D Chemical Elements offers interactive 3D models of all atoms from Periodic table of Mendeleev with amazing OpenGL API-based visual effects and entrancing ambient music. You can either let the screensaver entertain you or can easily control it with your mouse and keyboard.
3D-Space VFS (virtual file system) V1.2 for Mac OS X with OpenGL API graphics adds pan, zoom and til
3D-Space VFS for Mac OS X combines Launcher, Dock and Finder features with 3D drawers to give you easy point-and-click access to all of your favorite files and applications, without having to dig through folders. The new v1.2 adds support for Mac OS 10.4 (Tiger), pan, zoom and tilt, and smoother and faster 3D space switches. It uses OpenGL API accelerated graphics for a fluid user experience.
H3D API is a C++ implementation of the X3D standard (the successor to VRML) as an open source API for the development of haptic (touch-enabled) applications. Graphics rendering is performed using the OpenGL API and haptics rendering using SensAble Technologies’ Open Haptics SDK. The new v1.1 adds support for 3D textures and initial support for OpenGL API-based shaders. Users who do not have a haptic device can still evaluate the API with haptics disabled, effectively using H3D as a stand-alone X3D compliant API. Commercial, NON-GPL, licensing is also available.
The C4 Engine uses the OpenGL API for state-of-the-art per-pixel lighting, stencil and soft shadows, an advanced material system, integrated user interface system, and integrated support for sound, music, networking, input devices and resource management. Source code is included, lifetime code update are included in the $100/seat license. A free demo is available.
The Free Pascal Compiler is a Turbo Pascal 7.0 and Delphi-compatible 32bit Pascal Compiler for many processors including Intel x86, Amd64/x86 64, PowerPC, ARM, and Sparc. It comes with a fully TP 7.0-compatible run-time library. Bindings for X11, ncurses, GTK, the OpenGL API, zlib, mysql, interbase and postgres are available.
Hexagon is a new commercial 3D polygonal modeler which features edge-modeling, organic modeling with instant surface subdivision, advanced surface construction (multiple extrusions, hulls and envelopes), Boolean operators, filleting, an editable construction history and export to other formats. It requires an OpenGL API hardware accelerator.
GLM is a mathematics library based on the OpenGL Shading Language. The new v0.2 improves the portability of the OGLSL into C++, and supports new OGLSL extensions, quaternions, base colors changing, vector projected operations, and 2D/3D transforms. A simple Ray Tracer demo program supports reflected and refracted rays, three lights types (point, directional and spot), and two objects types (sphere, plan).
Fraqtive is an open source program for drawing Mandelbrot and Julia fractals. It uses a very fast algorithm and generates high quality, smooth images. It is fully interactive, allowing for real-time mouse navigation and dynamic generation of the Julia fractal preview. It also support an OpenGL API-rendered 3D view of the fractals.
The seven megapixel Cyviz Clusterwall uses a six Linux PC cluster, enabling OpenGL API-based applications to run in one seamless high resolution image. The latest release uses 3Dlabs Wildcat Realizm 800 to run any OpenGL API-based application from a single, 7 megapixels desktop.
This demo with source displays a string lit on fire and generates a glow effect by using a set of OpenGL Shading Language shaders and ARB extensions. On a configuration equipped with Geforce 6200 and up, this application will use floating point targets to achieve not only glow but also a bloom effect.
This demo with source, simulates a heat haze effect through several render to texture passes and a set of OpenGL Shading Language shaders and ARB programs. It uses FBOs to do the offscreen rendering, however if your current driver doesn’t support them, there is a fall back to using the good old glCopyTexImage2D function.
Mipmapping is commonly used to avoid sampling artifacts during texture minification. The construction of mipmaps for textures whose size is a power-of-two is usually implemented with a box filter that computes the average of a 2x2 block of texels (texture pixels). This document describes and gives code for a mipmap construction algorithm for non-power-of-two textures that yields good quality results.