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OpenGL News Archives

3 sample chapters from GPU Gems 2

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).

Feb 28, 2005 | Read article... | Permalink

OpenGL ES Coding Challenge entries due today by 5PM PST

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.

Feb 28, 2005 | Read article... | Permalink

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

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.

Feb 28, 2005 | Read article... | Permalink

Cel Shading demo using the OpenGL Shading Language

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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.

Feb 25, 2005 | Read article... | Permalink

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

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.

Feb 25, 2005 | Read article... | Permalink

OpenGL ES SDKs available for PowerVR MBX chipset

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.

Feb 25, 2005 | Read article... | Permalink

Particle Effects demo using GLUT and the OpenGL API

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.

Feb 25, 2005 | Read article... | Permalink

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

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

Feb 24, 2005 | Read article... | Permalink

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

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.

Feb 23, 2005 | Read article... | Permalink

LightWorks 7.5 supports OpenGL Shading Language with emphasis on CAD rendering

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The new LightWorks 7.5 renderer provides a single API for device-independent access to hardware rendering on cards supporting the OpenGL Shading Language and Cg. It also adds improved global illumination for rendering, new architectural and industrial shaders, and cross-platform plug-in shaders.

Feb 23, 2005 | Read article... | Permalink

GL Mathematics math tools based on the OpenGL Shading Language

The GL Mathematics (GLM) mathematics library provides mathematics tools based on OpenGL Shading Language specification. GLM support OpenGL Shading Language vectors and matrix types and almost all OpenGL Shading Language functions are available. The project is platform independentand has been tested under Visual C++ 7.1, MinGW and GCC.

Feb 23, 2005 | Read article... | Permalink

Learning Java Bindings for OpenGL (JOGL) - introduction to the OpenGL API for Java programmers

JavaWorld features an excerpt from the new book “Learning Java Bindings for OpenGL (JOGL”.  The article   explains how to get JOGL up and running to access the power of the OpenGL API from Java. It also walks the reader through a couple of starter apps.  The book explains in detail the basics of the OpenGL API from the Java programmer’s perspective and goes as far as to describe drawing geometric primitives, first person 3D movement and even basic textures. It is written as an introduction for Java programmers that are new to the OpenGL API.

Feb 21, 2005 | Read article... | Permalink

BuGLe OpenGL API debugger adds support for OpenGL 2.0

BuGLe is an open source tool for OpenGL API code debugging, implemented as a wrapper library that sits between your program and OpenGL. It allows a developer to view OpenGL state at any time. The latest release includes nearly all of the state listed in the specification. This includes the ability to view OpenGL Shading Language shader source, info logs, values of uniforms and generic attribute bindings. Both GL_ARB_shader_objects objects and core OpenGL 2.0 shaders and programs are supported.

Feb 21, 2005 | Read article... | Permalink

sdljava v0.9.1 adds OpenGL API bindings via GLEW

sdljava is a Java binding to the SDL API with support for audio, keyboard, mouse, joystick, 2D framebuffer and 3D hardware. This new v0.9.1 release removes the dependency on JDK 1.5 and adds the OpenGL binding via GLEW and a binding to FTGL.

Feb 21, 2005 | Read article... | Permalink

ATI Linux drivers for FireGL V5000 OpenGL API workstation accelerator

The ATI FireGL V5000 OpenGL API accelerator gives users hi-end features and performance for the mid-range workstation market.  Features include dual DVI connectors, dual link support, stereo 3D with quad-buffered support, eight pixel pipelines, six geometry engines, increased sub-pixel precision and 128MB of GDDR3 memory.  The FireGL V5000 is certified to support 3ds max, VIZ 2005, Catia, Maya, Softimage|XSI, and SolidWorks. The new unified FireGL drivers now include Linux support for the V5000.

Feb 18, 2005 | Permalink

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