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OpenGL and was
On April 1, 2009, an OpenGL Shader Model 3. 0 renderer was revealed to have been developed for EDuke32, named Polymer to distinguish from Ken Silverman's Polymost.
GLUT was written by Mark J. Kilgard, author of OpenGL Programming for the X Window System and The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics, while he was working for Silicon Graphics Inc.
OpenGL was designed to be graphic output-only: it provides only rendering functions.
On December 17, 1997, Microsoft and SGI initiated the Fahrenheit project, which was a joint effort with the goal of unifying the OpenGL and Direct3D interfaces ( and adding a scene-graph API too ).
On the 31st July, 2006 it was announced at SIGGRAPH that control of the OpenGL specification would be passed to the Khronos group.
The first version of OpenGL, version 1. 0, was released in January 1992 by Mark Segal and Kurt Akeley.
This was designed to use the OpenGL 3D API to access hardware 3D graphics acceleration cards to rasterize the graphics, rather than having the computer's CPU fill in every pixel.
GKS was later extended into a 3D version, and additions to this resulted in PHIGS ( Programmer's Hierarchical Interactive Graphics System ), a competitor to OpenGL.
It was followed up with Open Inventor in 1994, a portable scene graph built on top of OpenGL.
Fahrenheit was an effort to create a unified high-level API for 3D computer graphics to unify Direct3D and OpenGL.
In the 1990s SGI's OpenGL was the de-facto standard for 3D computer graphics.
In the mid-1990s Microsoft licensed OpenGL for their Windows NT operating system as its primary 3D system ; Microsoft was positioning NT as a workstation-class system, and OpenGL was required in order to be a real competitor in this space.
They proposed that a modified version be used as a single API on top of either OpenGL or a new high-performance low-level API that Microsoft was known to be working on ( not based on Reality Lab ).
Hardware accelerated OpenGL support was dropped from the included video drivers in Windows XP, although most video card manufacturers deliver their own implementations.
A provision for " recording " sequences of graphics commands so that they could later be repeated without the speed penalty of a BASIC interpreter in between, very similar to the display lists of OpenGL, was provided.
OpenGL Performer was developed by SGI which continues to maintain and enhance it.
OpenGL ++ was a graphics library written in C ++ that supported object-oriented data structures on top of the OpenGL 3D graphics system.
OpenGL Performer was a similar project that was intended to produce high-speed scenes and support very large numbers of objects in the " world ", but was not particularly easy to use.

OpenGL and developed
In order to emphasize its multi-language and multi-platform characteristics, various bindings and ports have been developed for OpenGL in many languages.
Unreal Engine 1 provided an advanced software rasterizer and a hardware-accelerated rendering path using the Glide API, specifically developed for 3dfx GPUs, and was updated for OpenGL and Direct3D.
On April 1st 2009, an OpenGL shader model 3. 0 renderer was revealed to have been developed for EDuke32, named Polymer to distinguish from Ken Silverman's Polymost.
However, Cg is a third-party shading language developed by Nvidia that outputs both OpenGL and Direct3D shaders.
It used the Glide API, specifically developed for 3dfx GPUs, instead of OpenGL.
In response, 3dfx developed and quickly released the first MiniGL — a quick implementation of the bare minimum amount of the OpenGL API that was required to run the OpenGL version of Quake.
Wurm Online is developed in Java and uses OpenGL for rendering the game.
* Tightly coupled support for OpenGL Shading Language, developed in conjunction with 3Dlabs
As a solution David Reveman developed Compiz, the first proper OpenGL compositing window manager for the X Window System.
It shares much of the drawing code with the Xglx server, but the initialization of the OpenGL drawable and context management is handled by the EGL API developed by Khronos ( EGL is a window system-independent equivalent to the GLX and WGL APIs, which respectively enable OpenGL support in X and Microsoft Windows ).
For Broken Sword: The Serpent's Curse a brand new engine ( VT7 ) was developed in order to deal with multiple platforms and, in particular screen resolution ( The system is built on C ++ and OpenGL, and a custom scripting language to implement the game itself ).
It was originally developed by the C # OpenGL programmer Randy Ridge, and since its start many developers have contributed to the project.

OpenGL and by
Hexen II, by way of the Quake engine, uses OpenGL for 3D acceleration.
Custom OpenGL drivers were also released by PowerVR and Rendition for running Hexen II with their respective ( and also now defunct ) products.
OpenGL is managed by the non-profit technology consortium Khronos Group.
New versions of the OpenGL specification are regularly released by the Khronos Group, each of which extends the API to support various new features.
All extensions are collected in, and defined by, the OpenGL Registry.
The features introduced by each new version of OpenGL are typically formed from the combined features of several widely-implemented extensions, especially extensions of type ARB or EXT.
Still other libraries like GLAux ( OpenGL Auxiliary Library ) are deprecated and have been superseded by functionality commonly available in more popular libraries, but code using them still exists, particularly in simple tutorials.
In addition, SGI had a large number of software customers ; by changing to the OpenGL API they planned to keep their customers locked onto SGI ( and IBM ) hardware for a few years while market support for OpenGL matured.
OpenGL overcame this problem by providing support in software for features unsupported by hardware, allowing applications to use advanced graphics on relatively low-powered systems.
Since then, OpenGL has occasionally been extended by releasing a new version of the specification.
They are distinct from graphics APIs such as GDI and OpenGL that can be called by software to generate graphical output.
GLQuake came with a driver enabling the subset of OpenGL used by the game to function on the 3dfx Voodoo Graphics card, the only consumer-level card at the time capable of running GLQuake well.
* RADical, by Parag Chaudhuri ( an implementation of shooting & sorting variant of progressive radiosity algorithm with OpenGL acceleration, extending from GLUTRAD by Colbeck )
In 1992, SGI decided to clean up and reform IRIS GL and made the bold move of allowing the resulting OpenGL API to be cheaply licensed by SGI's competitors, and set up an industry-wide consortium to maintain the OpenGL standard ( the OpenGL Architecture Review Board ).
It is often used to complement OpenGL by setting up the graphical output and providing mouse and keyboard input, which are beyond the scope of OpenGL.
Allegro 4. x and below can be used in conjunction with OpenGL by using the library AllegroGL which extends Allegro's functionality into OpenGL and therefore the hardware.

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