OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Loading

OpenGL News Archives

Brain OpenGL API-accelerated voxel visualizator

Apr 12, 2005

Brain is a medical application developed to visualize voxels in real time using the OpenGL API. It works with a header file (.cb) and a volume file (.img) like MRIcro, regardless of the difference between Brain’s and MRIcro’s header file. Available for Linux.

GLLoader 2.01 with support for OpenGL 2.0

Apr 12, 2005

GLLoader is an OpenGL Extension Loading Library that supports OpenGL core 1.0 to 2.0, as well as WGL, GLX, and other GL extensions with auto initialize. There is also an automatic code generater. To support new extensions, simply write an xml script.

OpenGL API-accelerated Facial Animation for LightWave

Apr 12, 2005

Facial Animation uses OpenGL API acceleration to provide real-time morph-based animation of subdivided, surface-lit, textured objects.  This tool was used in the short film Kaze: Ghost Warrior to animate lip-sync and facial performances.

Call for Contributors to “More OpenGL Game Programming”

Apr 07, 2005

As a follow-up to Beginning OpenGL Game Programming and an indirect sequel to OpenGL Game Programming, the authors of the new book “More OpenGL Game Programming” are looking for others to contribute specialized content. You will be credited and paid. The first part of the book will cover advanced OpenGL topics not covered in our previous books, and the second part will cover graphics techniques that are useful to game programmers.

Sample code and demos from GPU Gems 2 available for download

Apr 07, 2005

The content from the GPU Gems 2 CD is now availabe for free download. Each chapter that has an accompanying code sample or demonstration is linked to the corresponding ZIP file, installer EXE, movie clip, or folder containing the unzipped data.

OpenEV library uses the OpenGL API for raster and vector rendering of geospatial data

Apr 07, 2005

OpenEV is a library, and reference application for viewing and analysing raster and vector geospatial data. It uses the OpenGL API for high speed raster and vector rendering in accelerated environments. Texture mapping is used for raster display.

G3D open source 3D engine with OpenGL 2.0 support adds 2D rendering

Apr 06, 2005

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. It supports OpenGL 2.0, depth textures, AABSPTree Frustum Culling, and access to programmable hardware using the OpenGL Shading Language. The new v6.05 beta 2 adds support for 3DS files, 2D and video rendering, wxWidgets integration, and performance improvements in the networking API.

GLIntercept V0.42 adds improved runtime shader editing

Apr 04, 2005

GLIntercept is a OpenGL debugger/logger for shaders/images/function calls. V0.42 adds improved support for runtime shader editing of the OpenGL Shading Language. This release also includes initial OpenGL 2.0 support for logging and creating frame buffer composition movies. (to visually inspect how a scene is created)

COLLADA importer plugin for OpenSceneGraph to be used to develop OpenGL Shading Language profile

Apr 04, 2005

osgdb_collada is an OpenSceneGraph ReaderWriter plugin for the COLLADA digital asset exchange fileformat.  It is the basis for a framework to develop an OpenGL Shading Language profile for the COLLADA file format.  This release is alpha. Geometry from the COLLADA example datasets will load and render in osgviewer, but many COLLADA features (such as animimation and skinning) have not been implemented.

Free production evaluation version of OpenGL API-based modo subdivision surface modeler

Apr 04, 2005

Modo is an OpenGL API-based real-time subdivision surface engine, modeling tools and a flexible user interface. modo 102 adds improvements to various tools, stability enhancements and more. The new evaluation version for Mac OS X and Windows is free, fully functional and unrestricted.

New DepthQ Stereoscopic Projector supports OpenGL API quad-buffered stereoscopic progressive page-fl

Apr 04, 2005

The new DepthQ portable projector makes stereo 3D a more affordable tool for the engineers, product designers, and marketers allowing real-time projection of stereo 3D CAD designs for collaborative product review. It’s primary display output is via an OpenGL APIquad-buffered stereoscopic progressive page-flip (Analog RGB, Digital DVI)

Slut framework integrates OpenGL API, SDL and Twisted

Apr 04, 2005

Slut is a programming framework for 3D graphics and networking applications that integrates the OpenGL, SDL, and Twisted networking APIs with a coherent interface to them using a Python wrapper. It fuses the libraries’ event loops which sufficiently reduces the complexities that are common to concurrency-critical frameworks. Networking and interactive computer graphics can be lerveraged from within one thread-less process.

“Moving Beyond Ragdolls” GDC presentation and OpenGL-API based demo

Apr 01, 2005

This talk form GDC 2005 covered techniques developed in the research community to augment ragdoll systems with more interesting behaviors as well as techniques to integrate simulation with traditional character animation.  The demo uses the OpenGL API, GLUT and the ODE free library for rigid body dynamic to simulate a ragdoll character augmented with a simple pose controller.

Lightweight Java Game Library adds AWT support

Mar 31, 2005

The Lightweight Java Game Library (LWJGL) is a solution for commercial quality games to be written in Java. It supports the OpenGL and OpenAL APIs, as well as access to controllers such as gamepads and joysticks. The OpenGL API is integrated via Java that specifies the interface to C code which in turn calls the appropriate OpenGL method. The new v0.96 adds AWT support and expanded DevIL and FMOD support.

Alpha texture blending using the OpenGL API

Mar 31, 2005

This sample demonstrates how to perform alpha blending using the alpha channel of a standard .tga texture. For proper alpha blending, the sample uses a cull-mode sorting trick to ensure the sides of the textured cube get rendered in back-to-front order.

Page 164 of 191 pages ‹ First  < 162 163 164 165 166 >  Last ›