OpenGL News Archives
This article begins with a discussion of general optimization concepts, such as usign GLfloats, minimizing state changes, using threads etc. Feature topics include drawing with vertex data, handling static vertex data, handling dynamic vertex data and handling mixed data. Pseudo code is offered. The general concepts are applicable to all OpenGL API coders: Don’t do any work you don’t have to do; take maximum advantage of the available CPU and GPU hardware; and let your hardware resources work as independently as possible
This new demo (page 12 of the OpenGL demo series) features high dynamic range rendering using the OpenGL API and the OpenGL Shading Language. It includes full source to both the application and shaders as well as Visual Studio .NET project files.
ATI has posted their presentations (as PDFS) from GDC on OpenGL Performance Tuning (OpenGL Performance in a Shader-Centric World) and the OpenGL Shading Language. They also have their presentations from ATI sponsored GDC sessions.
Really Slick Screensavers features many OpenGL API-based screen savers for Windows with ports to Mac OS X and Linux. The new Hyperspace screensaver is a real number cruncher with great effects. Most of the other screensavers have also been updated with performance optimizations. All screensavers are available as source code as well.
The GLSL tutorial, a growing body of OpenGL Shading Language turorials, has been updated to include texturing shaders. It covers the basics from simple texturing, multitexturing, and concludes with a glow in the dark effect where texturing is performed conditionally based on lighting.
This unique, and rather nifty 3D screensaver displays the Easter Bunny as he roams through backyards hiding eggs, jumping fences, and overcoming any dogs who stand in his way! Includes heaps of Easter tunes, and it’s all presented using sweet chocolate-coated OpenGL API-based 3D graphics!
GLinfo is a utility that gathers information about your OpenGL drivers. It can detect your driver version, the list of OpenGL extensions, and many implementation-specific values such as the maximum texture resolution. You can also choose to submit the information to Delphi3D’s searchable online Hardware Registry. The new v2.7 adds support for a few new extensions and queries your OpenGL Shading Language version.
GenHead 2.0 creates 3D animated heads from 2D images with control over changes to age, gender and ethnicity, control over LOD of mark-up points, and integrated variable resolution mesh. GenCrowd 1.0 generates thousands of synthetic, copyright free, photo-realistic 3D animated heads by age, gender, and ethnicity. Both products use the OpenGL API for rendering and real-time interactiviy.
gDEBugger, an OpenGL API debugger, traces application activity on top of the OpenGL API letting programmers see what is happening within the graphic system implementation. The new V1.3 includes a set of commands enabling you to turn off the graphic pipeline stages one after the other to pinpoint the exact location of application performance bottlenecks in the graphic pipeline. For example, you can turn off stages such as: Eliminate all OpenGL Draw Commands, Force Single Pixel View Port and Force 2x2 Stub Textures. By following application performance using the heads-on FPS display when turning off individual stages, you can determine the exact location of a bottleneck.
This parallax mapping demo uses the OpenGL Shading Language on Win32. This demo (on page 12 of the comprehensive list of OpenGL tutorials) comes with full source code to the application and the shaders. It builds off the previous OpenGL Shading Language Dot3 bump mapping tutorials.
Eyephedrine is an OpenGL API-based 3D visualization plug in for iTunes (OS X version). It renders your music with 33+ different 3D visualization reacting to spectrum and waveform values and using the OpenGL API for motion blur, vertex programs, cubemapping, light blooms, and texture blending of the album’s cover art.
NVIDIA’s presentations from the recent Game Developers Conference are now available online. These include the talks from the full-day OpenGL tutorial on Tuesday and cover: the OpenGL Framebuffer Object Extension, Image Processing Tricks in OpenGL, OpenGL 2.0 and New Extensions, Programming for SLI in OpenGL, OpenGL Performance Tools, and GPGPU: General-Purpose Computation on GPUs. NVIDIA sponsored session are also available.
EaseWrapper library lets you use DirectX 9.0 or the OpenGL API through a consistent interface. The library is easy to include in a project and supports: renderstates (matrices, texture stages, blending, alpha, zbuffer, stencil), static and dynamic vertex-buffers, with an internal memory management, index buffers with automatic face stripping, window management, fullscreen / windowed / border configuration, callbacks on system events (mouse, keyboard), shader support with an unified interface for HLSL and Cg, and materials, textures and lights.
gameswfis an open source library for parsing and rendering SWF movies, using OpenGL API 3D hardware for rendering. It is designed to be used as a UI library for computer and console games. It is written in C++, and compiles under Windows, Mac OSX and Linux, using GCC and MSVC. It includes code for rendering with the OpenGL API.
PangeaVR (with source) uses OpenGL API acceleration for QuickTime VR panoramic movies (150 to 350 fp
PangeaVR is a new, free, Web browser plug-in for Mac OS X that brings OpenGL API acceleration to Quicktime VR movies. Interactive panoramic photography has made huge leaps in realism and ubiquity. However the standard panoramic renderer in Quicktime does its drawing in software, so navigating a large full-screen panorama can be slow. The PangeaVR plug-in solves this problem by rendering Quicktime VR panoramas with OpenGL API acceleration to achieve smooth animation. With it you can view full-screen panoramas at frame rates typically in the 150 to 350 fps range. The source code is now available and the author seeks ports to Windows and Linux.