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OpenGL News Archives

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

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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).

OpenGL ES Coding Challenge entries due today by 5PM PST

Feb 28, 2005 | Categories: Developers | Comments

If you are taking part in the OpenGL ES Coding Challenge, the entries are due today (Mon Feb 28, 2005) before 5PM PST. The Coding Challenge is intended to generate a library of open source code and tutorials to help other developers learn how to use OpenGL ES (OpenGL for embedded systems such as mobile phones, PDAs, game devices, as well as industrial uses, telematics and avionics). Prizes for winning entries include hardware, software, education, and travel. The winning entries will be announced at Game Developers Conference on March 10th.

Iupiter Java 3D engine adds support for OpenGL Shading Language Vertex and Pixel shaders and shade

Feb 28, 2005 | Categories: Developers | Comments

Iupiter is a Java 3D engine using JDK 1.4, JVM, and Lightweight Java Game Library (LWJGL) to support the OpenGL and OpenAL APIs, or OS services for interfacing to mouse, keyboard and joypad. The new v0.3 adds support for OpenGL Shading Language Vertex and Pixel shaders and shader programs, new materials using Vertex and Pixel shaders, Blinn and Phong shading, lighting system based on hardware-accelerated stencil shadows and initial support for key-frame animation.

Cel Shading demo using the OpenGL Shading Language

Feb 25, 2005 | Categories: Developers | Comments

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This demo implements one of the most common cel-shading algorithm using the OpenGL Shading Language. Do simple lighting, then look up in a grayscale texture with a few colors. It also draws the outline of the object as well as internal edges. The idea is similar to shadow volume extrusion on the GPU. You extract all edges on the model and store the face normals from the both triangles the edge connects. When one is front-facing and the other backfacing, it’s a silhuette edge.

Sh V0.7.6 high-level GPU metaprogramming language adds opengl:state metatag

Feb 25, 2005 | Categories: Developers | Comments

Sh is a metaprogramming language for modern programmable GPUs with a special “retained” mode, which collects a sequence of Sh operations into a program (at run time), optimizes it and generates intermediate code for any particular GPU. The intermediate code can then be passed on to a backend OpenGL ARB_{fragment,vertex}_program extensions and transformed into actual GPU assembly.  This lets you write programs for graphics cards in C++ itself. The latest v0.7.6 adds a new “opengl:state” metatag in the OpenGL backend. This allows uniforms to be bound to existing OpenGL state, such as modelview matrices or light positions.

OpenGL ES SDKs available for PowerVR MBX chipset

Feb 25, 2005 | Categories: Processors | Comments

The SDKs for the PowerVR MBX chipset using OpenGL ES provide a set of documentation, a wide range of source code demos, and tools. The PC Emulation SDK lets you write 3D code using OpenGL ES on PCs, and then port directly onto their target platforms. The PocketPC SDK (with support for the Dell Axim X50v) allows for immediate development and testing on supported PocketPC systems.

Particle Effects demo using GLUT and the OpenGL API

Feb 25, 2005 | Categories: Developers | Comments

Particle effects can be used to simulate fire, fireworks, water fountains, snow, rain, explosions and many other things. The demo project explains how to create a simple object-oriented framework for creating particle effects using the OpenGL API.

Ogre v1.0 OpenGL API-accelerated 3D graphics engine support hardware pixel buffers and HDR

Feb 24, 2005 | Categories: Developers | Comments

OGRE is an open-source 3D graphics engine with support for the OpenGL API. The new v1.0.0 features direct access to all hardware pixel buffers including mip levels, cube surfaces and volume slices,  ◦  High Dynamic Range (HDR) support, a more extensible particle systems

VMD v1.8.3 molecular visualization tool adds support for OpenGL Shading Language, new representation

Feb 23, 2005 | Categories: Applications | Comments

VMD is an open source molecular visualization program (Windows, Mac OS X , & Unix) for displaying, animating, and analyzing large biomolecular systems using 3D graphics and built-in scripting. The new v1.8.3 adds initial support for OpenGL Shading Language for high-quality fragment-rate lighting of space-filling molecular representations, and atomic Van der Waals spheres rendered via ray tracing within the fragment shader. It also adds support for a new volumetric file formats, 3D texturing of molecular geometry by potential maps, and density maps. A new caching system accelerates interactive rotation of static molecular structures on tiled display walls and other network-connected display systems with limited bandwidth and nomrally high latency.

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