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OpenGL News Archives

3D GO Screen Saver V3.0 using the OpenGL API

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The GO Screen Saver V3.0 uses the OpenGL API to play GO games in 2D and 3D. Features include camera movements, board tags, board in 2D and 3D, and 3D markers. The GL_ARB_vertex_buffer_objects is used to display stones on the 3D board. This feature can be disabled/enabled in real time. The software also include an OpenGL analyser of OpenGL extension support form your video card.

Mar 29, 2005 | Read article... | Permalink

OpenGL Shading Language video mixer

This demo with source, uses the OpenGL Shading Language to create a video mixer where you can blend two video sources together. It requires an NVIDIA FX 5200+ or ATI Radeon 9500+.

Mar 29, 2005 | Read article... | Permalink

OpenGLEAN 0.2 GLUT work-alike adds support for Win32 and OpenGL auxillary buffers

OpenGLEAN is an evolution of GLUT based on OpenGLUT and freeglut. It provides an OpenGL API 3D graphics rendering context attached to windows. (The name is supposed to suggest “lean”, in contrast to “glut”). The new v0.2 adds support for Win32 using C and .Net. It also adds support for OpenGL auxiliary buffers (a possible first for GLUT-like programs)

Mar 25, 2005 | Read article... | Permalink

sdljava adds support for GLU to OpenGL API java bindings

sdljava is a java binding to the SDL library with support for access to the audio, keyboard, mouse, joystick, 2D framebuffer and OpenGL API-accelerated 3D hardware.  This latest release adds GLU support to the gljava OpenGL API bindings.

Mar 25, 2005 | Read article... | Permalink

Tao Framework for developing OpenGL API-based applications in .NET

The open source Tao Framework is a complete framework to develop OpenGL API-based applications in .NET enviroments, including cutting-edge games, a graphics demo, a data visualization application, or an audio application. It is cross platform using the Mono plaform and supports Cg, DevIL, FreeGLUT, ODE, OpenAL, OpenGL, and SDL APIs.

Mar 23, 2005 | Read article... | Permalink

NOC OpenGL API-based protein structure visualization, model-building and analysis

NOC is a free program for protein structure model-building,  visualization, validation and analysis. It supports hardware 3D-stereo views using OpenGL API quad-buffer, OpenGL API-based vivid rendering, line-smoothing, fogging, lighting, and 3D text-generation for labeling.

Mar 23, 2005 | Read article... | Permalink

Optimizing OpenGL data throughput on Mac OS X

This article begins with a discussion of general optimization concepts, such as usign GLfloats, minimizing state changes, using threads etc. Feature topics include drawing with vertex data, handling static vertex data, handling dynamic vertex data and handling mixed data. Pseudo code is offered. The general concepts are applicable to all OpenGL API coders: Don’t do any work you don’t have to do; take maximum advantage of the available CPU and GPU hardware; and let your hardware resources work as independently as possible

Mar 22, 2005 | Read article... | Permalink

High dynamic range rendering in OpenGL using the OpenGL Shading Language

This new demo (page 12 of the OpenGL demo series) features high dynamic range rendering using the OpenGL API and the OpenGL Shading Language. It includes full source to both the application and shaders as well as Visual Studio .NET project files.

Mar 22, 2005 | Read article... | Permalink

ATI slides from GDC on OpenGL Performance Tuning and OpenGL Shading Language

ATI has posted their presentations (as PDFS) from GDC on OpenGL Performance Tuning (OpenGL Performance in a Shader-Centric World) and the OpenGL Shading Language. They also have their presentations from ATI sponsored GDC sessions.

Mar 21, 2005 | Read article... | Permalink

Hyperspace OpenGL API-based screensaver with source

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Really Slick Screensavers features many OpenGL API-based screen savers for Windows with ports to Mac OS X and Linux.  The new Hyperspace screensaver is a real number cruncher with great effects. Most of the other screensavers have also been updated with performance optimizations. All screensavers are available as source code as well.

Mar 21, 2005 | Read article... | Permalink

OpenGL Shading Language “GLSL Tutorial” adds a Texturing section with a glow in the dark effect

The GLSL tutorial, a growing body of OpenGL Shading Language turorials, has been updated to include texturing shaders. It covers the basics from simple texturing, multitexturing, and concludes with a glow in the dark effect where texturing is performed conditionally based on lighting.

Mar 21, 2005 | Read article... | Permalink

An Eggstremely 3D Easter OpenGL API screensaver for Windows

This unique, and rather nifty 3D screensaver displays the Easter Bunny as he roams through backyards hiding eggs, jumping fences, and overcoming any dogs who stand in his way! Includes heaps of Easter tunes, and it’s all presented using sweet chocolate-coated OpenGL API-based 3D graphics!

Mar 21, 2005 | Read article... | Permalink

GLinfo V2.7 adds support for new extensions and OpenGL Shading Language

GLinfo is a utility that gathers information about your OpenGL drivers. It can detect your driver version, the list of OpenGL extensions, and many implementation-specific values such as the maximum texture resolution. You can also choose to submit the information to Delphi3D’s searchable online Hardware Registry. The new v2.7 adds support for a few new extensions and queries your OpenGL Shading Language version.

Mar 21, 2005 | Read article... | Permalink

GenHead and GenCrowd 3D face synthesis tools using real-time OpenGL API-based previews

GenHead 2.0 creates 3D animated heads from 2D images with control over changes to age, gender and ethnicity, control over LOD of mark-up points, and integrated variable resolution mesh. GenCrowd 1.0 generates thousands of synthetic, copyright free, photo-realistic 3D animated heads by age, gender, and ethnicity. Both products use the OpenGL API for rendering and real-time interactiviy.

Mar 18, 2005 | Read article... | Permalink

gDEBugger V1.3 adds commands for locating graphics performance bottlenecks

gDEBugger, an OpenGL API debugger, traces application activity on top of the OpenGL API letting programmers see what is happening within the graphic system implementation. The new V1.3 includes a set of commands enabling you to turn off the graphic pipeline stages one after the other to pinpoint the exact location of application performance bottlenecks in the graphic pipeline. For example, you can turn off stages such as: Eliminate all OpenGL Draw Commands, Force Single Pixel View Port and Force 2x2 Stub Textures. By following application performance using the heads-on FPS display when turning off individual stages, you can determine the exact location of a bottleneck.

Mar 17, 2005 | Read article... | Permalink

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