OpenGL News Archives
Espresso3D is a high performance real-time OpenGL API-based 3D engine for Java. The new v0.3 adds support for sky boxes, 2D fixed and variable width bitmap fonts, 2D fixed and variable size images, mouse input, multiple render modes, texture animation, and many bug-fixes, performance enhancements, and improvements.
SaVi (satellite constellation visualization) lets you simulate Iridium, Globalstar, ICO Global, GPS, Teledesic and other systems in 3D on your desktop. The new v 1.2.6 makes the OpenGL API-based Geomview rendering faster and more responsive, particularly when texturemapping.
Scramble (find as many words from the random letter combo as possible) and Nomia (find words on a grid and challenge your skills of perception) are Mac OS X 3D games that challenges a player’s word knowledge. Internet versions allow players around the world to play against each other in weekly web challenges. The products take advantage of the OpenGL API for hardware accelerated rendering.
If you were having trouble completing your entry, note: the OpenGL Coding Challenge entry deadline has been extend until Feb 28th 2005! This should enable many more developers to complete entries, and allow others to further enhance their almost ready entries. Entry categories can be visual fx demos, games, Linux applications or a series of tutorials. Entries are accepted on Windows, Linux or Pocket PC. All levels of developer from beginner to advanced are encouraged to enter. There are over 50 prizes ranging from OpenGL ES handhelds and OpenGL video cards to travel and classes to developer software. (This gives any quality entry a reasonable chance of winning). All demos and code goes into an open source library for other OpenGL ES/OpenGL developers to use.
This day-long tutorial (Tuesday, March 9, 10am-6pm) provides an in-depth look at the latest technologies in OpenGL, and how they can be applied to next generation game graphics. Takeaway: How to use the latest features of OpenGL to improve the look and performance of your games and art tools. Also check out the OpenGL ES presentation on Wed March 9, 12pm-1pm.
ZP+ ( “Z-Pass Plus” ) is a new method for correcting the defects of the Z-pass method for rendering shadow volumes cast by a point light source. ZP+ uses an OpenGL Shading Language vertex program to clip the shadow-volume quads in a special way. It also takes advantage of triangle-strips and VBO since the mesh need not be cut into a light-cap and a dark-cap anymore. This yields frame-rates faster than Z-fail in most cases, and stencil shadows become more applicable to large meshes.
Animadead is a skeletal animation library that provides game developers with an easy to use interface for implementing skeletal animations in a game. Release 2.0 uses quaternions internally to store local transformations, skeletal hierarchies, can blend animations, and improve the export plugin for Maya. Animadead is written in C++ and has no dependencies. Example implementations are provided that use the OpenGL and SDL APIs.
A sample chapter from GPU Gems 2 is available entitled “Per-Pixel Displacement Mapping with Distance Functions”, a technique for adding small-scale details to surfaces using displacement mapping of objects in a pixel shader. The algorithm, implemented using the OpenGL API, Cg and Sh, significantly increases the perceived geometric complexity of a scene while maintaining real-time performance.
ActiveSolid is an OpenGL API-based 3D ActiveX control with built-in GUI and an import/export plugin architecture. The new v1.5 adds associative 3D dimensions for accurate model measurements, 3D slicing for axis-aligned or arbitrary profile generation, local vertex editing and more.
This OpenGL Shading Lanugage tutorial has been updated with three simple shaders that show some of the specifics of OpenGL Shading Lanugage shader programming, namely communication between the vertex and fragment shader and access to the OpenGL state. It also shows a difference between computing things in the vertex shader vs. the fragment shader.
This sample demonstrates how to skin a mesh on the hardware using using either a Cg or OpenGL Shading Language shader. To keep things simple, the skeletal system used in this sample only consists of two bones or bone matrices.
The OpenGL Easy Extension library (GLee) makes life easier for OpenGL developers by automatically linking OpenGL extensions and core functions at initialization time. The new 4.0 release supports OpenGL 2.0 core functions and 315 extensions. The library automatically handles extension loading for Windows and Linux platforms.
These two new “Beyond Bump Mapping Part I & II” case studies show how to implement DOT3 bumpmapping and Virtual Displacement Mapping (Parallax bumpmapping) with OpenGL 1.4/1.5/2.0 and CG. They demonstrate that using the OpenGL API with proper hardware, very cool effects can be easily done.
Remnants of the Stars is the first space sim to take full advantage of OpenGL 2.0. It uses the OpenGL shading language to create a graphically immersive universe, featuring normal and specular mapping, real time shadows, environment mapping, and more. The game will be released on Windows, OSX, and Linux. Screenshots are currently available.
Beta revisions of the OpenGL screen savers Solar Winds (particle effects) and Skyrocket (fireworks with OpenAL sound) have been posted. There is some new functionality that should be thoroughly tested by real-world use before any of it is finalized. Bug reports and comments are welcomed.