OpenGL News Archives
In the spirit of GLTrace comes GLSurveyor, a new interceptor library providing run-time instrumentation of OpenGL API usage for windows applications. When running your application with the GLSurveyor dll, you can capture log files of all OpenGL API method invocations (continuous or single frame snapshots), see a frame rate counter displayed over the application 3D window, and control the behavior of many aspects of your applications use of the OpenGL. The free version everything a typical developer would ever need in a diagnostic library, but the commercial version allows even more robust instrumentation, such as logging OpenGL state changes as each method is invoked, etc.
The 3D Touch Developer Challenge is intended to create commercially-oriented applications that take advantage of the OpenHaptic toolkit and PHANTOM Omni haptic device, which add the dimension of touch and true 3D navigation to a wide variety of OpenGL API applications, from design to games and entertainment to simulation and visualization. The OpenHaptics toolkit is patterned after the OpenGL API, making it familiar to graphics programmers and facilitating integration with new or existing OpenGL applications. The competition will begin on August 9, 2004 and will conclude with the submission of applications on December 31, 2004. Winners will be chosen by a panel of industry experts and will be announced in early 2005. A total of $22,500 in prize money will be awarded.
Falanx Microsystems new Mali100 silicon IP core supports OpenGL ES hardware acceleration as well as 2D graphics and video encoding/decoding capabilities. The Mali graphics product line is scalable, targeting different price, performance and power consumption levels - making it a good match for mobile gaming enabled devices from the mid-range to the high-end of the market. The Mali100 is now undergoing the OpenGL ES Conformance testing and approval process . Falanx willl be showing their solution at SIGGRAPH booth #2134.
When 3D models are stored as object surface meshes in a list of points and triangles, information about the object shape, orientation, width, height, depth, symmetries and redundancies is lost. This prevent post-design optimization and modification. The MORE SDK (Mesh Object Recognition Engine) is an OpenGL API-accelerated software component which recovers geometric information from 3D object surface meshes. It can be integrated into Windows 3D applications.
The new Amazing 3D Aquarium screensaver and animated desktop wallpaper uses the OpenGL API and supports multitexturing, dynamic sorting of transparent objects, particle system, and skeletal animation. Free trial version available for Win32.
MathInt makes the full OpenGL API instruction set available to Mathematica 5.0. Mathematica comunicates with MathInt using shared memory (when both application are running on the same computer) or through TCP/IP protocol. The software makes it possible for a non-programmer tp use OpenGL from within Mathematica.
With earlier versions of VectorWorks, you could only view shaders if you rendered in one of the RenderWorks rendering modes. With the new OpenGL API rendering support in v11, you can see shaders and render transparent objects like glass, crystal, and plastic directly in VectorWorks interactive OpenGL rendering mode.
Excerpted from the whitepaper: OpenML is designed to:
- Foster a cross-platform, cross-OS development environment, and enable seamless interoperability of content creation and playback software across a variety of platforms and devices.
- Enable integration and synchronization of video, audio and 2D/3D graphics to deliver compelling content through media-rich interactive applications.
- Enable hardware and software providers to produce a larger number of standardized, transportable and compelling media products that can be brought to market in a timely manner.
AgentFX 2 Platform is a powerful 3D-engine, for games and high-end 3D applications, developed in pure Java using the OpenGL API. The engine offers a clean interface for developers and comes with a large variety of features such as real-time shadows (experimental in beta 1), dynamic lighting, octree spatial subdivision, portal system and a state-of-the-art character animation system with skeleton-based animations. The first beta is available for testing, download and purchase.
The aim of this OpenGL API-based game is to push all the stones to the level’s exit points as fast as You can. The level is won if you take all the stones to the exit points.
Xj3D is an open source API for developing an X3D and/or VRML 97 compliant browser. It is also the sample implementation and test bed for X3D. The M9 release adds a native OpenGL API renderer that is twice as fast as the Java3D version, and consumes significantly less memory. It also supports the full X3D Immersive profile, has a more user-friendly interface, converts from VRML 97 to X3D encodings, and supports Java Webstart so you can embed Xj3D onto a webpage for auto-installation.
The OpenGL SuperBible 3rd edition has a new co-author, and is TWICE the size of the 2nd edition! It includes coverage of all the latest OpenGL API features including the OpenGL Shading Language. The first set of chapters are a good way to introduce yourself to 3D graphics programming with OpenGL and provide the conceptual foundation on which the more advanced capabilities are based. The second part provides specific information about using OpenGL on Windows, MacOS X, and Linux/UNIX. Finally, the third part contains the newest features not just of OpenGL, but of 3D graphics hardware in general today. The OpenGL Shading Language, in particular, is the principal feature of OpenGL 2.0, and it represents the biggest advance in computer graphics in many years.
Jahshaka is a cross-platform, open source, real-time editing and effects system using the OpenML and OpenGL APIs. The new v1.9a8 adds support for real time image processing using both GPU and GPGPU algorithims, export of animation files., and a new Unicore technology which share one OpenGL API world space between all modules enabling Jahshaka to run on any workstation with only 16+mb of texture memory.
Nvidia presentations from their 6800 Leagues Under the Sea developer event are available as slides in PDF format, along with a brief description. Topics include: what deferred shading is and how to implement it; all about high dynamic range rendering, including high-quality filtering and post-processing; how to use new Shader Model 3.0 features effectively; new OpenGL extensions that take advantage of Shader Model 3.0 features, as well as floating point filtering and blending; overview of the NVPerfHUD real-time performance tuning tool, and more.
GLIntercept is an OpenGL API function call interceptor that saves and tracks all OpenGL function calls, display list commands, and textures. It is useful for optimizing OpenGL API-based applications and games. The new v0.3 add logging of ARB/NV/GLSL vertex and fragment programs/shaders, function timers and stencil frame buffer pre and post render calls.