OpenGL News Archives
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 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.
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
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.
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.
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.
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.
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.
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 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.
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.
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).
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 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.
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.