OpenGL News Archives
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
SharpConstruct is a 3D modeling program designed to let users paint depth to their models in real-time. Unlike traditional modeling programs, SharpConstruct makes it easy to quickly model organic shapes. V 0.04 switches from OpenGL’s immediate mode rendering to vertex buffer objects. The advantage is that mesh data can be stored in video or AGP memory, which has the potential to greatly improve the speed of larger models.
This demo uses GL_ATI_draw_buffers to render information about the scene to multiple floating-point buffers (actually a pbuffer with three aux buffers). Phong lighting is then performed as a postprocess using these buffers as input.
FIELD is a cross platform mathematical C++ library which supports new meshlees technology from the R-functions theory, advanced numerical computing, constructive solid geometry, 3D graphical plotting and animation. It uses the OpenGL API for interactive modeling and simulation of physical and mechanical fields and provides computation support for optimization problems with changing geometry and different physical parameters. A demonstration programs (GLUT and .NET 2003 applications) are available for download, as well as source code.
VirtuaLight Global Illumination Renderer V1.4.0 for Windows add HDRI support (input and output), ambient occlusion, new set of primitives, several new irradiance distribution functions, and new sets of pixel filters. It uses the OpenGL API Framebuffer for display.
VirtualGL is an open source software package which provides true thin client access to OpenGL/GLX applications running on a Unix server (currently Linux x86/x86-64) It works by intercepting display-specific GLX calls in-process and re-routing them to the server’s hardware-accelerated display. Rendering contexts are also re-routed into Pbuffers on the root display. Other calls, such as glXSwapBuffers() and glFlush(), are monitored to determine when a frame has finished rendering, so that its contents can be read back, compressed, and sent to the client. The rest of the GUI (2D) is delivered to the client using standard X11, and the compressed OpenGL pixels are decompressed by a client daemon and recomposited into the appropriate X-Window. This method is currently producing performance of greater than 20 frames/sec with visually lossless image quality using current x86 hardware, and only modest amounts of bandwidth.
The authors are seeking help testing VirtualGL against a variety of OpenGL applications and platforms, to add new features, and to develop supporting middleware that can be used in conjunction with VirtualGL (fast image compressors, for instance.)
Project Magenta has a history of providing resources for professional and amateur aircraft cockpit builder. The new pmSystems module offers the ability to simulate the complex system logics found in heavy transport aircraft. It can be used both as a pure software interface and / or to provide logics for custom hardware. It uses OpenGL API-based vector graphics and high-res bitmaps for best quality.
Wik & The Fable of Souls is a unique downloadable game that features high quality artwork and boasts never before seen game play in which the main character, Wik, deftly moves himself about by swinging from his frog-like tongue. “Almost every PC sold today has a 3D accelerator with OpenGL drivers installed as standard, and in our view the downloadable market space is ready for more polished and bigger feeling games that take advantage of that combination” says Simon Hallam, Producer and Lead Programmer.
The OpenGL Shader Designer is an IDE for developing fragment and vertex shaders in the OpenGL Shading Language. It has all the features you’d expect from a shader development environment with a simple yet powerfull GUI. This new v1.5.6 solves stability issues, adds new meshes, and a system for handling meshes more easily.
Not only is it a game that uses the OpenGL API, it’s also a game written *by a girl*! The 3X3X3 Cube Puzzles are challenging and a first of their kind to be available on a computer.
These 3D interactive demos use Shockwave 3D and OpenGL API acceleration to display an art gallery and several interactive Web3D projects
This article on rendering water using a planar reflection technique is the first in a series on realistic natural phenomena rendering for the intermediate to experienced graphics programmer. Source snippets and pseudo code are provided for many important functions, and the amount of math is kept to the relevant minimum. Concrete examples are written according to the OpenGL API. Many of the effects presented are very shader heavy, mostly targeting current generation 3D chipsets. All shader code is written in the Cg language, but porting it to to the OpenGL Shading Language should be straightforward.
The 2nd Khronos Developer University Lecture Series is being held Sept 17 2004 in Helsinki. This event is also the start of the OpenGL ES 1.1 Coding Challenge. The focus of the Lecture Series Event is on OpenGL ES. Sessions include:
- OpenGL ES for everybody: A walk through the API
- The challenge of migration going from desktop to handheld
- Coping with fixed point: Staying grounded in a float free world
- Harnessing the horsepower of OpenGL ES hardware acceleration
- 10 habits of highly efficient developers: Tips & tricks with OpenGL ES
The Delphi-OpenGL-Community started a German language Wiki that includes an OpenGL API function overview (like the GL Man pages, but also including GLU, WGL and GLX), and other categories about the OpenGL API and 3D-Realtime techniques. They currently have about 160 articles but still seek people that are interested in helping out (you don’t need to write new articles, you can also help to improve already written articles).