OpenGL News Archives
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.
VRMesh 2.0 is a sketch-based free-form OpenGL API-based 3D modeling software for arbitrary triangle mesh creating and processing. The new version adds many new features including fixing mesh tools, project fi9llet, clip painted reation for arbitrary trimming, profile-based editing as well as enhanced smoothing, Boolean and knife editing. It also adds a new interface.
FreeStyler is a simplified CAD design tool for quick and easy sketching. This first release supports linear, surface, surface opening and dimension elements and uses a tree explorer and property window. The rendering uses the OpenGL API and the interface uses MFC.
This module is intended to help 3D-naive students learn how to model in 3D. Content can be place online, for marking by lecturers remotely, peer-review by friends, or for potential employers to view. The OpenGL API is used extensively in both the PC and Mac versions, and supports advanced features such as particle effects, and reflection mapping.
The OpenGL Extension Wrangler Library (GLEW) is a cross-platform C/C++ extension loading library. The latest release includes support for the EXT_framebuffer_object and ARB_pixel_buffer_object extensions in addition to fixing the bugs in the previous release.
GLUT, the OpenGL Utility Toolkit, is a window system independent toolkit for writing OpenGL programs. GLUT | ES is a port of the OpenSource FreeGLUT implementation for WinCE and Win32 systems based on OpenGL ES. Most of GLUT API v.3 functionnalities are present: window creation, callbacks, menus, timers etc. Only functions that cannot exist with OpenGL ES or are not pertinent have not been ported (like overlays, joysticks on PocketPC, etc.)
SGPV (Scene Graph Property Viewer) is a new framework to edit the OpenGL API-based Gizmo3D Scene Graph. It is a GUI billboard application that allows components to register GUIs, Menues, Popups, Bitmaps etc. so they can be displayed in a stand alone framework. The SGPV app uses the CCT (Contents Creation Toolkit) components to display scene graph properties like hierarchy, states, shaders, textures, material etc. The CCT components can also be used within 3D Studio, Maya and even in your own stand alone Gizmo3D application to edit your scene and debug traversals, states, texture load, optimizations etc.