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OpenGL News Archives

mame/xmess v0.90 arcade emulator enhances OpenGL API code to triple speed

Xmame/xmess are the Unix/X11 OpenGL API-based ports of the MAME (arcade machine emulator) and MESS (a virtual machine emulator, only it doesn’t emulate arcade machines but rather computers and consoles) projects. The latest v0.90 release improves the OpenGL code to more than triple speed,  as well as optimizing other functions.

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

Glest OpenGL API-based RTS v1.0.10 released with source code

Glest is a RTS game using the OpenGL API that is fully customizable using XML. The current version includes a single player game against CPU controlled players, two factions with their corresponding tech trees, units, buildings and some maps. The new v1.0.10 include source code.

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

OpenGL API code samples from screen initialization to vertex & fragment shaders

This series of OpenGL API tutorials for Win32 covers a wide range of topics including:  simple full screen window initialization, occlusion query, billboarding, texture animated 3d sprites, shadow mapping, shadow volumes,  vertex & fragment shaders, various shaders,  3D collision detection and more.

Jan 20, 2005 | Read article... | Permalink

Extglgen OpenGL Extension loading library supports OpenGL 2.0

Extglgen is a tool to generate an OpenGL library which simplifies loading and using OpenGL extension functions. The new version adds support for the newest newest SGI OpenGL extension header files and OpenGL 2.0 core functions.

Jan 20, 2005 | Read article... | Permalink

Lightwave 3D v8.2 OpenGL API-based animator adds new UV mapping and fixes

LightWave 3D OpenGL API-based animation software v8.2 (Mac and Win32) adds a redesigned easier-to-use UV engine for the modeler and layout, new anti-aliasing technologies (Pixel Lattice Deformation) in the renderer core, new options for image reconstruction filters and many bug fixes/stabalizations.

Jan 20, 2005 | Read article... | Permalink

EXT_framebuffer_object (FBO) extension now available

The EXT_framebuffer_object (FBO) extension is the long awaited render-to-texture extension developed by the ARB’s “superbuffers” working group. It defines a simple interface for drawing to rendering destinations other than the buffers provided to the GL by the window-system and enables a form of “offscreen” rendering and “render to texture”. This specification is the evolution of an effort that has its roots in draft proposals such as uberbuffers and render_target.

Jan 18, 2005 | Read article... | Permalink

OpenGL Shading Language tutorial adds sections on the graphics pipeline, data types, and a first sim

This OpenGL Shading Language tutorial has been enhanced with new sections on the graphics pipeline, communication from the OpenGL application to the shaders, data types, variables, statements, functions, and a simple first example.

Jan 18, 2005 | Read article... | Permalink

PLIB v 1.84 adds Open Inventor exporter

PLIB is an open source, portable game library that includes an audio driver, GUI widgets, a complete OpenGL API-based 3D engine and scene graph, font rendering using OpenGL texture mapped fonts, a simple Windowing library, a game scripting language, a GUI, networking, 3D math library and a utility library. Each library component is fairly independent of the others. The new v1.8.4 adds an Open Inventor exporter, optimizations, ASC import/export and Linux joystick support.

Jan 18, 2005 | Read article... | Permalink

Modo 102 OpenGL-based polyogonal and subdivision surface modeler adds transparency

modo is an advanced OpenGL-based polyogonal and subdivision surface modeler. The new Modo 102 add UV sew, bend tool, LUA scripting support; UV to EPS export, generating a quadrangular polygon from three vertices, OpenGL API rendering transparency, and more.

Jan 18, 2005 | Read article... | Permalink

AgentFX V2.1 Java/OpenGL API-based engine enhances scenegraph & rendering engine

AgentFX is a platform independent 3D-engine written in Java and uses the OpenGL API to deliver high-end features like real-time shadow volumes and dynamic lights. The new v2.1 includes a rewrite and major update of the scengraph and rendering engine, improved support for vertex and pixel shaders using Cg-language, resource-based Input/Out for use with Java Webstart, and a new input system.

Jan 17, 2005 | Read article... | Permalink

OpenGL API-based real-time soft shadows using 4 light sources

This is a demo of real-time soft shadows using 4 sources of light. The shadowing uses lightmaps but calculations and smoothing are made by GPU.

Jan 17, 2005 | Read article... | Permalink

RenderMonkey 1.5 X3D Exporter with OpenGL Shading Language support

RmX3DPlugIn is an X3D importer/exporter for ATI RenderMonkey 1.5 shader authoring tool. It aims to be conformant with the X3D Ammendment 1 draft specification (X3D is the XML-savvy successor to VRML). Capabilities include the export of X3D as both worlds and prototypes for maximum reuse of shader representations, and script representations of RenderMonkey’s built-in variables. It fully supports shaders written in both the OpenGL Shading Lanugage and HLSL.

Jan 17, 2005 | Read article... | Permalink

JetStreamFX uses the OpenGL API to render particle FX in Lightwave 3D

JetStreamFX is a rendering system for particles that operates in LightWave 3D Ver. 6.5-8.0. Visual effects like, volumetric smoke, clouds, flames, dust, etc. are created in high speed by using the OpenGL API for rendering. Special FX, such as shockwaves, can be generated by replacing the particles with lens flare or an object.

Jan 17, 2005 | Read article... | Permalink

Advanced Graphics Programming Using OpenGL

feature graphic

The new book (shipping Feb 16, 2005), Advanced Graphics Programming Using OpenGL, brings the graphics programmer beyond the basics and introduces them to advanced knowledge that is hard to obtain outside of an intensive CG work environment. The book is about graphics techniques - those that dont require esoteric hardware or custom graphics libraries - that are written in a comprehensible style and do useful things. It covers graphics that are not covered well in your old graphics textbook. But it also goes further, teaching you how to apply those techniques in real world applications, filling real world needs. Authors are from Nvidia and Microsoft.

Jan 14, 2005 | Read article... | Permalink

OpenGL ES accelerated phone using ATI Imageon 2300 shown at CES 2005

IGN reports on the new OpenGL ES-powered gaming handset shown by LG Electronics at CES 2005 -  “the worlds fastest 3D game phone”. The phone is equipped with an ATI 2300 OpenGL ES 1.0 compliant graphics acceleror running 5 times faster than its competitors and featuring PS1 quality graphics.

Jan 14, 2005 | Read article... | Permalink

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