OpenGL News Archives
OpenGL ES, OpenML, OpenVG, OpenMAX lectures and training sessions - London Sept 01, Helskinki Sept 1
Khronos is launching the Khronos Developer University Lecture series which features presentations and practical tutorials focused on the mobile and desktop graphics standards for OpenGL ES (OpenGL for mobile devices), OpenML (video & graphics I/O and handling), OpenVG (vector graphics acceleration), and OpenMAX (acceleration for media primitives). The first 2 lecture events are free in London (Sept 1 ‘04) and Helsinki (Sept 17 ‘04), followed by international locations through the next 6 months.
Tutorial on rendering particles using the GL_ARB_point_parameters and GL_ARB_point_sprite extensions
In particle engines using a quad to render geometry, it is computationally expensive for each particle to billboard the face and then send 4 points and 4 textures coordinate to video cards. The GL_ARB_point_parameters and GL_ARB_point_sprite offer a fast and easy way for rendering particles. This tutorial explains how to use points rather than quads.
JAD is a tile based Maze-RPG, using the OpenGL API for graphics and SDL for input and sound. The new release includes sample code for a pong game with simple collision detection, getting input for a map grid, and an example how to implemet a turn based game in a game loop which allows animation at the same time.
FSC is a game which uses SDL for input handling and the OpenGL API for display. This alpha version adds simple slider boxes and is the first playable version.
This is a demo of terrain LODs geomorphing using OpenGL 1.5 vertex shaders. It includes realistic water and pseudo-AI to control the camera.
VRMesh is a new style of sketch-based free-form 3D polygonal parametric modeling software using the OpenGL API for rendering. It creates an object directly from a sketched curve, represents the object with a two-manifold triangle mesh, and also provides a bundle of mesh editing tools to modify objects indirectly or directly on the triangle mesh (i.e. just sketching a curve, you will get an editable 3D model).
Fusion is a digital media pipeline language that also takes advantage of an advanced node-based compositing engine. It permits composite planes transformable in 3D space, but also allows 2D objects to move along spline paths in XYZ space. (e.g. to have text deform on a circular path around another object with occlusion, simply draw a circular spline oriented in 3D space and attach a text object to it). The new Fusion 5 previewed at Siggraph adds OpenGL API-accelerated rendering, camera path import, and masking and B-spline enhancements.
Silo is a subdivision surfaces modeler that combines several new modeling methods with established tools in an interface that is fully customizable. The new v1.3 for Windows and Mac OS X adds a topology brush that lets you sketch freehand lines on top of an existing mesh and automatically create new geometry based on the sketched topology. It also adds a slide tool, shortest path selection, and drag and drop button placement for custom interfaces.
GLGooey is a platform-independent, small, extensible collection of user interface components rendered using the OpenGL API. It can be used to create the user interface for any application.
Gameversity focuses on online-education for game developers. They are currently offering several OpenGL classes and seminars, including a 2 week course on OpenGL Shader Programming.
The OpenGL Shading Language Seminar will be held
Thursday, 12 August, 1-4pm, Los Angeles Convention Center, Tech Talk Room 2. The seminar hosted by the OpenGL Architecture Review Board is for developers wishing to learn how to implement the OpenGL Shading Language in real-world applications. Admittance is free.
The next version of Mac OS X (Tiger) will include better support for OpenGL pixel buffers, which lets developers perform offscreen rendering with OpenGL. For example, developers could create a pixel buffer to store a texture that may be applied to hundreds of different objects in a video game, though the texture would only be processed once.
The OpenGL Architecture Review Board announced the OpenGL 2.0 specification. New features of OpenGL 2.0 include:
- Programmable shading - With the new release, both OpenGL Shading Language and its APIs are now core features of OpenGL. New functionality includes the ability to create shader and program objects; and the ability to write vertex and fragment shaders in OpenGL Shading Language.
- Multiple render targets that enable programmable shaders to write different values to multiple output buffers in a single pass.
- Non-power-of-two textures for all texture targets, thereby supporting rectangular textures and reducing memory consumption.
- Two-sided stencil with the ability to define stencil functionality for the front and back faces of primitives, improving performance of shadow volume and constructive solid geometry rendering algorithms.
- Point sprites which replace point texture coordinates with texture coordinates interpolated across the point. This allows drawing points as customized textures, useful for particle systems.
ImageModeler is an image-based 3D modeler that uses the to extract 3D information from still images and construct accurate 3D models with realistic textures using realtime OpenGL API display. V4.0 adds a new 3D/2D Integration tool for incorporating 3D projects into 2D photos, a new UV Mapping Editor and export of a 3D scene as a JPG file. RealViz also announced StoryViz for planning film scense in detail and in real time. Based upon an OpenGL API 3D rendering engine and non-linear editing tools, it links storyboards and film production by simulating the shooting phase and pre-editing the final shots.
Airburst Extreme is a multi-player game for Mac OS X in which players try to burst each others’ cushions of balloons at 30,000 feet. The game features OpenGL API graphics, a custom soundtrack, and unlimited level.