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OpenGL News Archives

ActiveSolid v1.5 OpenGL API-based ActiveX control adds associative dimensioning

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.

Feb 10, 2005 | Read article... | Permalink

GLSL Tutorial adds more shader examples

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.

Feb 09, 2005 | Read article... | Permalink

OpenGL Shading Language mesh skinning demo

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.

Feb 08, 2005 | Read article... | Permalink

GLee 4.0 extension loading library support OpenGL 2.0

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.

Feb 08, 2005 | Read article... | Permalink

OpenGL 2.0 turials on DOT3 and Parallax bumpmapping

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.

Feb 08, 2005 | Read article... | Permalink

Remnants of the Stars OpenGL 2.0 based space sim

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.

Feb 08, 2005 | Read article... | Permalink

Solar Winds and Skyrocket OpenGL API-accelerated beta screen savers for testing

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.

Feb 08, 2005 | Read article... | Permalink

VRMesh 2.0 OpenGL API-based modeler adds new mesh editing features

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.

Feb 08, 2005 | Read article... | Permalink

FreeStyler OpenGL API-based simplified CAD program

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.

Feb 08, 2005 | Read article... | Permalink

Learning to model in 3D using an OpenGL API-based teaching application

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.

Feb 07, 2005 | Read article... | Permalink

GLEW 1.3.1 adds support for EXT_framebuffer_object

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.

Feb 03, 2005 | Read article... | Permalink

GLUT | ES - The OpenGL ES Utility Toolkit

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.)

Feb 02, 2005 | Read article... | Permalink

SGPV Gizmodo OpenGL API-based scene graph property viewer

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.

Feb 02, 2005 | Read article... | Permalink

Quesa scene graph on top of the OpenGL API enhances rendering

Quesa is a high-level 3D graphics library built on top of the OpenGL API that supports retained and immediate mode rendering, an extensible file format, plug-in renderers, a wide range of high level geometries, hierarchical models, and a consistent and object-orientated API. The new v1.6d20 improves rendering transparency, adds a 32-bit depth buffer from OpenGL, and shares texture memory between draw contexts.

Feb 02, 2005 | Read article... | Permalink

OpenGL ES Coding Challenge Submission Deadline Feb 15

The OpenGL ES Coding Challenge is entering the final phase with submissions due by Feb 15, 2005. The Challenge is open to coders on handhelds, as well as desktop Win32 and Linux.  Prizes include travel, PDAs, cell phones, accelerators boards, coding books, training classes and more.

Feb 01, 2005 | Read article... | Permalink

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