Part of the Khronos Group

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers



OpenGL News Archives

PangeaVR (with source) uses OpenGL API acceleration for QuickTime VR panoramic movies (150 to 350 fp

Mar 14, 2005 | Categories: Applications | Comments

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.

Torque 2D game development engine uses the OpenGL API for real-time performance

Mar 09, 2005 | Categories: Developers | Comments

The Torque 2D game engine (early adopter release) provides a complete cross platform 2D game development solution with built in rigid-body dynamic physics, particle effects editor, sprite based animations, TorqueScript, static and animated tiles, multi-channel sound, a fast swept-polygon collision detection system and a OpenGL API hardware accelerated 2D rendering. Torque also announced the Torque Constructor interior editor which offers rapid previewing and real-time modification with in-engine previewing. Available for Windows, Linux and Mac OS X.

BodyPaint 3D Release 2 OpenGL API-accelerated plug-in for SOFTIMAGE|XSI

Mar 09, 2005 | Categories: Applications | Comments

BodyPaint 3D for SOFTIMAGE|XSI brings the unique OpenGL API-accelerated 3D painting features to character animators, game developers and motion picture artists. It lets you in real-time, texture complex models without distortions, and with full control even over specular maps, transparency or reflection

Rendering of water, fire and sky using the OpenGL API including water tutorial

Mar 09, 2005 | Categories: Developers | Comments

This application demonstrates the realistic rendering of clean and foggy water, fire and sky with vertex and fragment programs. All effects use texture perturbation to avoid a static look. It also features y-axis billboarding and simple collision detection/response. The water effect is explained in a tutorial detailing using OpenGL API vertex and fragment shaders.

Genomorama v1.0 multi-scale, multi-genome, multi-platform visualization and analysis using the Open

Mar 07, 2005 | Categories: Applications | Comments

Genomorama interactively displays multiple genomes (DNA sequences) using a powerful yet easy to use interface that leverages the visualization power of the OpenGL API and the substantial bioinformatic infrastructure provided by the NCBI.  It feature multi-scale visualization (the picture you see depends on the current scale) and sophisticated search and comparison and runs on Mac OS X (using Carbon), Microsoft Windows (using MFC) and Linux (using Motif). Executables and source code are freely provided.

Drunken Leprechaun OpenGL API-based 3D St Patrick’s Day screensaver

Mar 07, 2005 | Categories: Applications | Comments

Celebrate St Patrick’s Day by watching a Drunken Leprechaun wander around your screen in amazing OpenGL API-accelerated 3D. Watch out tho, he’s not house broken. Includes over 100 Irish tunes as background music and a countdown to March 17th

RealmForge GDK v0.6 game middleware with OpenGL API support, releases source code

Mar 07, 2005 | Categories: Developers | Comments

The RealmForge GDK is an open-source, cross-platform game development middleware for advanced 3D games and simulations. It is written entirely in C# for use with the .NET Framework. The new v.06 contains the source code, the pre-built binaries, dependencies, and the Axiom source code as well.  The plugin architecture lets you use the OpenGL API for rendering inclduing shaders.

OpenGL ES demos at GDC

Mar 04, 2005 | Categories: Developers | Comments

If you are interested in OpenGL ES (OpenGL for mobile devices and embedded devices like avionics system) check out the OpenGL ES 1.X demos being shown at Game Developers Conference in San Francisco. On the consumer side there will be hot demos from ATI, Nvidia, Hybrid, PowerVR, Bitboys, Falanx, TI, and FutureMark.  On the Avionics side look for ALT Software, Seaweed Systems and Quantum3D.  All of these names are recognizable from their work on desktop OpenGL. As OpenGL ES and OpenGL come closer together with OpenGL ES 1.2 and 2.0, the portability from desktop to mobile to embedded systems becomes more seamless.

V 5.0 of C/C++ interpreter Ch and Embedded Ch add multithreading with support for the OpenGL API

Mar 03, 2005 | Categories: Developers | Comments

Ch is an embeddable C/C++ 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 v5.0 includes multithreading for embedded scripting. Ch SDK is now free and bundled with Ch for distributing.

ShaderGen fixed functionality OpenGL Shading Language shader generation tool

Mar 02, 2005 | Categories: Developers | Comments

feature graphic

The purpose of ShaderGen is to show that programmable hardware can be used to obtain the same rendering results as the OpenGL fixed function path. This can be useful as a starting point if you want to use the OpenGL Shading Language to create an effect that is similar to what can be done with fixed functionality. ShaderGen allows you to set the parameters for fixed function rendering through a convenient GUI. With the click of a mouse, ShaderGen creates an OpenGL shader that will produce the same result as the fixed function state you’ve set. You can then toggle the OpenGL window to display either the programmable shader result or the fixed function result.

GLSL tutorial adds section on basic lighting

Mar 02, 2005 | Categories: Developers | Comments

The GLSL (OpenGL Shading Language) tutorial has been updated with a section on basic lighting. It includes directional lights, both per vertex and per pixel, as well as spot and point lights per pixel.

Elixir OpenGL API-based RTS/FPS public beta

Mar 02, 2005 | Categories: Applications | Comments

The Elixir (public beta) is an OpenGL API-based game that combines FPS, RTS and some ROLL elements. Two teams fight for the elixir of the eternal life in a medieval atmosphere. The players, in first or third person, can use crossbows or fight hand-to-hand with swords, and other weapons.

GETIC 3D V1.2 OpenGL API-based modeler and BSP compiler adss CSG

Mar 02, 2005 | Categories: Applications | Comments

GETIC 3D is free a 3D Editor and BSP/Portal/PVS/Lighting compiler for game indoor and outdoor environments based on the OpenGL API. It uses complex Constructive Solid Geometry (CSG) using BSP trees and supports import and expor of several common 3D formats. The latest v1.2 adds new extrusions, configurable texture targeting, CSG, plug-in importers for Quake, and more. V1.1 is a free version with a limit of 3000 polygons and no compiler option.

Drafts of OpenGL ES 1.2 and OpenGL ES 2.0 with Shading Language available for review

Feb 28, 2005 | Categories: Developers | Comments

The OpenGL ES development team is accepting applications from qualified developers who wish to preview the upcoming OpenGL ES 1.2 and the OpenGL ES 2.0 Draft Specification. The APIs are being developed in parallel. OpenGL ES 1.X specifications will continue to be evolved to support enable new generations of fixed function 3D accelerators while OpenGL ES 2.0 is the first embedded 3D API with full shading language programmability through the OpenGL ES Shading Language - a close derivative of the desktop OpenGL Shading Language. OpenGL ES 2.X specifications will be developed over time to expose the capabilities of evolving programmable hardware.

3 sample chapters from GPU Gems 2

Feb 28, 2005 | Categories: Developers | Comments

Three sample chapters (Per-Pixel Displacement with Distance Functions, Dynamic Ambient Occlusion and Indirect Lighting, and Streaming Architectures and Technology Trends) as well as other sample material have been posted on the NVIDIA developer web site for the upcoming GPU Gems 2 book. These samples will help how to make the most of GPUs with OpenGL, Cg, and the OpenGL Shading Language.  The book will be released at the upcoming Game Developers Conference (March 7 - 11, 2005).

Page 162 of 187 pages ‹ First  < 160 161 162 163 164 >  Last ›

Column Footer