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OpenGL News Archives

Nomia and Scrample use the OpenGL API for Mac OS X word play games

Feb 14, 2005 | Categories: Applications | Comments

Scramble (find as many words from the random letter combo as possible) and Nomia (find words on a grid and challenge your skills of perception) are Mac OS X 3D games that challenges a player’s word knowledge. Internet versions allow players around the world to play against each other in weekly web challenges.  The products take advantage of the OpenGL API for hardware accelerated rendering.

OpenGL Coding Challenge deadline extended to Feb 28, 2005

Feb 11, 2005 | Categories: Developers | Comments

If you were having trouble completing your entry, note: the OpenGL Coding Challenge entry deadline has been extend until Feb 28th 2005! This should enable many more developers to complete entries, and allow others to further enhance their almost ready entries. Entry categories can be visual fx demos, games, Linux applications or a series of tutorials. Entries are accepted on Windows, Linux or Pocket PC. All levels of developer from beginner to advanced are encouraged to enter. There are over 50 prizes ranging from OpenGL ES handhelds and OpenGL video cards to travel and classes to developer software.  (This gives any quality entry a reasonable chance of winning). All demos and code goes into an open source library for other OpenGL ES/OpenGL developers to use.

Nvidia to present full-day tutorial at GDC 2005: Next-Generation Rendering with OpenGL

Feb 11, 2005 | Categories: Developers | Comments

This day-long tutorial (Tuesday, March 9, 10am-6pm) provides an in-depth look at the latest technologies in OpenGL, and how they can be applied to next generation game graphics. Takeaway: How to use the latest features of OpenGL to improve the look and performance of your games and art tools.  Also check out the OpenGL ES presentation on Wed March 9, 12pm-1pm.

ZP+: correct Z-pass stencil shadows using the OpenGL Shading Language

Feb 11, 2005 | Categories: Developers | Comments

feature graphic

ZP+ ( “Z-Pass Plus” ) is a new method for correcting the defects of the Z-pass method for rendering shadow volumes cast by a point light source. ZP+ uses an OpenGL Shading Language vertex program to clip the shadow-volume quads in a special way. It also takes advantage of triangle-strips and VBO since the mesh need not be cut into a light-cap and a dark-cap anymore. This yields frame-rates faster than Z-fail in most cases, and stencil shadows become more applicable to large meshes.

Animadead V2.0 skeletal animation library offers OpenGL API example implementations

Feb 11, 2005 | Categories: Applications | Comments

Animadead is a skeletal animation library that provides game developers with an easy to use interface for implementing skeletal animations in a game. Release 2.0 uses quaternions internally to store local transformations, skeletal hierarchies, can blend animations, and improve the export plugin for Maya. Animadead is written in C++ and has no dependencies. Example implementations are provided that use the OpenGL and SDL APIs.

Per-Pixel Displacement Mapping with Distance Functions - sample chapter from GPU Gems 2

Feb 11, 2005 | Categories: Developers | Comments

A sample chapter from GPU Gems 2 is available entitled “Per-Pixel Displacement Mapping with Distance Functions”, a technique for adding small-scale details to surfaces using displacement mapping of objects in a pixel shader. The algorithm, implemented using the OpenGL API, Cg and Sh, significantly increases the perceived geometric complexity of a scene while maintaining real-time performance.

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

Feb 10, 2005 | Categories: Applications | Comments

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.

GLSL Tutorial adds more shader examples

Feb 09, 2005 | Categories: Developers | Comments

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.

OpenGL Shading Language mesh skinning demo

Feb 08, 2005 | Categories: Developers | Comments

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.

GLee 4.0 extension loading library support OpenGL 2.0

Feb 08, 2005 | Categories: Developers | Comments

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.

OpenGL 2.0 turials on DOT3 and Parallax bumpmapping

Feb 08, 2005 | Categories: Developers | Comments

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.

Remnants of the Stars OpenGL 2.0 based space sim

Feb 08, 2005 | Categories: Applications | Comments

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.

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

Feb 08, 2005 | Categories: Applications | Comments

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.

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

Feb 08, 2005 | Categories: Applications | Comments

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.

FreeStyler OpenGL API-based simplified CAD program

Feb 08, 2005 | Categories: Applications | Comments

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.

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