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OpenGL News Archives

gDEBugger V0.9.5 adds support for OpenGL 1.5

Oct 01, 2004 | Categories: Developers | Comments

gDEBugger lets you trace application activity on top of the OpenGL API to see what’s happening within the graphic system implementation. The new v0.9.5 supports OpenGL 1.5 standard and additional extensions. Latest features include automatic trace of OpenGL errors, the ability to save OpenGL state variables snapshot into a file and to record the OpenGL calls log into a file. It also adds support for Windows XP service pack 2.

Ch embeddable interpreter with OpenGL API support adds enhanced APIs

Oct 01, 2004 | Categories: Developers | Comments

Ch is an embeddable C/C++ interpreter for cross platform scripting,
2D/3D plotting, shell programming, numerical computing and embedded scripting. All programs using OpenGL API function calls can run in Ch across platforms (Solaris, HP-UX, Linux, Windows and Mac OSX) without compilation. The new v4.7 includes thirty-six new APIs as well as input/output redirection, variable queries, and interfacing functions with a variable number of arguments. Ch Standard Edition is free for commercial and non-commercial use.

A Horribly 3D Halloween OpenGL API -based Screensaver v2.0

Oct 01, 2004 | Categories: Applications | Comments

A Horribly 3D Halloween Screen Saver displays kids on their way home from trick or treating who are stupid enough to take a shortcut through the local haunted graveyard, but the ghosts have other ideas. The kids have heaps of different costumes including Harry Potter, Buffy, Yoda and Halloween favourites like Pirates, Skeletons, Witches and much more. Watch the bats fly overhead or tremble at the site of the glowing ghosts, and it’s all thanks to extra-scary OpenGL API 3D!

G3D open source 3D engine C++ library supports OpenGL 2.0

Sep 30, 2004 | Categories: Developers | Comments

G3D is a BSD open source 3D engine that supports real-time rendering, off-line rendering, back-end game server management of 3D worlds, and use of graphics hardware for general purpose computing. V6.04 adds support for OpenGL 2.0, a new manual, Visual Studio .NET support, depth textures, AABSPTree Frustum Culling, easy-to-use access to programmable hardware, and new demos including a network game infrastructure.

Nvidia GPU Jackpot October 21-22 for developers

Sep 30, 2004 | Categories: Developers | Comments

The Nvidia GPU Jackpot event Oct 21-22 in Las Vegas is for content developers and artists. The programming track (limited to 80 attendees) includes: Performance and Features of GeForce 6 Series GPUs; Efficient Shadow Generation; Normal Map Compression & Quality; SLI (How to Take Advantage of Multiple GPUs) ; Advanced Performance Tools and Developer Tools and the NVIDIA SDK. The registration fee for the event is $80 and all attendees will receive a GeForce 6 Series GPU

OpenGL API-based audio visualization with iTunes

Sep 28, 2004 | Categories: Applications | Comments

VizKit is an OpenGL API-based visual plug-in for iTunes. It is published as an open source, cross-platform (Mac/Windows) seedwork.  The main features are: Unicode anti-aliased texture of the track title including custom font loading and CoverArt texture generation with QuickTime.

Free DAZ|Studio uses the OpenGL API for digital art scenes

Sep 28, 2004 | Categories: Applications | Comments

DAZ|Studio is a free application that allows you to easily create beautiful digital art. You can use this software to load in people, animals, vehicles, buildings, props, and accessories to create digital scenes and includes pre-configured 3D scenes, complete with a poseable character, accessories and environments. Thee scenes can easily be manipulated including character poses, shape morphs, model textures, and lighting. It supports OpenGL API rendering and the 3Delight Renderman compliant renderer.

Smode Studio 1.2 “video jockey” application uses the OpenGL API for real-time rendering to music

Sep 23, 2004 | Categories: Applications | Comments

Smode Studio uses the OpenGL API for real time rendering of visual compositions. It integrates 3D objects (mesh, curve and particle), video and still images and can be controlled via midi, keyboard or a sound analyzer module.

Pixie photorealistic renderer using the OpenGL API for rasterizing

Sep 23, 2004 | Categories: Applications | Comments

Pixie is a photorealistic renderer for MacOS X, Windows, and Linux
that uses a RenderMan-like interface. Features include programmable shading, motion blur, depth of field, raytracing, scan-line rendering, area-light sources, occlusion culling, global illumination, and caustics. Pixie uses the OpenGL API as a rasterizer.

Fast correct soft shadows using OpenGL API with source

Sep 21, 2004 | Categories: Developers | Comments

feature graphic

This classic shadow mapping approach to create correct soft shadows allows complex scenes to be shadowed realtime even on old hardware (83k triangles on GF4/4200 at 23fps). Includes source code. Implementation requires OpenGL 1.5 and nVidia GPU, GF3 or higher.

Creating Mac OS X native Open Inventor/Coin applications

Sep 21, 2004 | Categories: Developers | Comments

Sc21 is used to integrate the OpenGL API-based Coin Open Inventor work-alike library, with the Mac OS X user interface. In contrast to the SoGui libraries normally used to create Open Inventor applications, which focus on cross-platform compatibility, the main design goal of Sc21 is to make the integration with Mac OS X as close and intuitive as possible. Sc21 is designed to be used with the Coin Open Inventor work-alike, but it should also work with SGI’s or TGS’s Open Inventor (although this has not be tested yet).

Modern dynamic shadowing techniques using the OpenGL API

Sep 21, 2004 | Categories: Developers | Comments

The first demo shows how to implement omni-directional shadow mapping on hardware that supports Pixel Shaders 2.0 and float pixel buffers. The demo could have used a simple integer type PBuffer which is typically faster than the float type, but that would have killed the precision. (screenshot)  The second demo generates shadow volumes entirely on the GPU via special meshes made of degenerated quads inserted at every occluder edge.
It takes advantage of Nvidia two side stencil buffer and ATI separate stencil to write the shadows in one pass.(screenshot). To benchmark follow this thread.

Virtual Hiker (pre-beta) uses Java and the OpenGL API to display 2D & 3D maps for hiking

Sep 21, 2004 | Categories: Applications | Comments

Virtual Hiker is an OpenGL-API accelerated Java program that allows a user to easily and interactively use map data to plan hikes or explore new areas. It supports interactive 3D maps of the terrain rendered in real-time; the ability to trace trails across the terrain and get height verses distance profiles; and the ability to tile together adjacent maps to create seamless map areas. The new v0.0.2 adds an estimate and 2D/3D view of the offset from true north to what a magnetic compass would show, as well as quick 2D and 3D view cross referencing.

APOCALYX OpenGL API-based 3D engine source code

Sep 21, 2004 | Categories: Developers | Comments

The source code of the OpenGL API-based APOCALYX 3D engine v0.7.0 is downloadable as a single package containing code for: the engine, the LUA script interface, the GUN-TACTYX Game and all the demos. These sources are compiled using the “Borland C++ 5.5 free command line compiler”

OpenGL ES 2.0 Survey Question on how to maintain compatibility

Sep 17, 2004 | Categories: Developers | Comments

Should the OpenGL ES 2.0 API include the fixed functionality from OpenGL ES 1.X that can be cleanly replaced by programmable vertex and fragment shaders?

OpenGL ES 2.0 will provide vertex and fragment shader programmability using a close derivative of the desktop OpenGL Shading Language.  The desktop OpenGL 2.0 API retains full OpenGL 1.5 fixed functionality to provide full backwards compatibility within a single API. Desktop OpenGL 2.0 also enables fine-grained mixing of shaders with the original fixed-function pipeline to enable OpenGL 1.X programs to be incrementally upgraded with programmability.  The design goals for OpenGL ES 2.0 place a stronger emphasis on API simplicity and small driver footprint for embedded markets.  OpenGL ES 2.0 could eliminate the fixed functionality from OpenGL ES 1.X that can be cleanly replaced by programmable vertex and fragment shaders - resulting in a smaller, simpler API.  Platforms that need backwards compatibility with OpenGL ES 1.X applications could ship a separate OpenGL ES 1.X library.  The source code of shader programs that emulate the full OpenGL ES 1.X fixed pipeline could be provided to execute 1.X applications that wish to incrementally use programmability through modifying those shaders.  Just as with OpenGL ES 1.X , some software modifications would be necessary to port applications between desktop OpenGL 2.0 and embedded OpenGL ES 2.0.

Discussion and comments are welcome

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