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Announcing gloost
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posted on 2007.03.02 by otaco; Words: gfx, programming, demo, GL, cpp, |
gloost is an open source, plattform independent set of classes which helps you to program graphical demonstrations with openGL. It contains a set of wrappers for openGL entities like texture, shader, uniform, displaylist, ... and many 3d programming related classes like vector, matrix, point, ray, dcs, and so on. The development just started and much of the code is still untested and inconsistencies and crashes may occure. Anyway, we expect the gloost toolkit to grow with time by incorporating additional classes for: motion system with "keyframe", "envelope", different kinds of interpolation, loading and recording functionalities geometry abstraction to feed displaylist, VBO and VA scenegraph abilities ... Getting started with gloost is as easy as it can gets. For Windows we provide project files for the popular Codeblocks IDE and all necessary libs with headers and binaries. For Linux there are makefiles to build the lib and all demos at ones. Just read the following chapters (03.1 for windows, 03.2 for Linux) to learn more. Visit http://developer.berlios.de/projects/gloost/ to checkout gloost.
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 Shadowmap and particles
|  Stardust demo
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 the funkey worm
|  Volume rendering demo
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 Volume rendering demo
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 Particles first steps
|  GPU raytracing demo
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 Eventhandler (Keyboard input)
|  Shader example
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gl_FragColor = vec4(nice, 1.0);
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posted on 2007.03.02 by otaco; Words: gfx, programming, demo, GL, cpp, |
Some nice GLSL shading I did, using GG ...
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 sMsB effect shader with
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 ...reflect distortion
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 Leather texture
|  Light bumpmap and spheremap
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 Organic with heavy spheremap
|  Crystal maps
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You shall use the ClusterMarie!
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posted on 2006.10.24 by otaco; Words: gfx, programming, cpp, source, 3d, images, |
ClusterMarie is a commandline tool to cut *.obj files in to pieces of n faces. The tool creates the cluster files and an index with the clusterfile names. It shows also the redundancy that will apear. Download clustermarie_0.06.rar (10 kB) The file includes the source, a Dev-C++ project and a Makefile. |
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GG image processing shader test, and particle system
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posted on 2006.03.15 by otaco; Words: gfx, programming, cpp, source, 3d, images, gg, shader, images, |
The image shows a demo written by Stephan Beck using GG, that maps a live camera stream to a glTexture2D and modified it with a GLSL shader. In the future there will be a possibility to apply post processing shaders to every texture, FBO or camera to create cool effects.Since yesterday, we have a nice particle system too. It comes with a emitter class that can read a particle file. Many other parts of GG have grown in the last weeks like the shader and uniform abilities, *.obj loader, travMasks, collector to collect information during traversation and a scene file loader that takes *.obj and *.lws ( NEWTEK Lightwave scene file ) files.We are about to set up a cvs repository to make the project public and let you enjoy our progress. |
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LWS Loader, Newtek Lightwave scenefile loader
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posted on 2006.02.24 by otaco; Words: gfx, programming, cpp, source, 3d, |
This loader is able to read the Newtek Lightwave generic scene file format version 3 and provide you with basic information about objects, lights and cameras. You can iterate over all these elements and get informations like position, scalation, rotation, colors, names, pathes and muche more...Read the README.TXT to learn more. This is the output with all properties the Class create with an example scene.Here you can download the loader. lws_loader.rar ( 32 KB ).The file includes a DevCpp project and a linux makefile. |
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LOOP 0.074 released
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posted on 2006.01.13 by otaco; Words: news, programming, director, demo, lingo, |
Loop or "Lingo layer for instant sprite creation" is a set of lingo scripts that make it easy to create and destroy sprite objects on the stage/score. Sprites with properties and script instances can easy be created with one single line: LOOP_CREATE_SPRITE( (propertyList), (scriptList) )All spritechannel management for finding a empty spritechannel is done by the LOOP system. For example: with a little repeat loop you can create as many sprites as you want as shown here: easySpriteCreation.txtYou can load the available empty LOOP *.dir file and start to write your own applications. LOOP is now official GPL software. Read the GPL for more informations. You can download the latest version of a clean loop director project here: Loop_0.074.rarA function and variables reference of the older LOOP 0.07 you can get here: Loop_0.07_Reference.rar Note that some functions and variables have new names.Demo of massive sprite creation ( You will need the shockwave plugin): Loop_0.02_mousesource.htm Loop_0.71_heart.htm Asteroids_0.03_loop_0.07.htm |
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LOOP, Lingo layer for fast sprite creation
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posted on 2005.12.13 by otaco; Words: news, programming, lingo, loop, |
Loop is a set of lingo scripts that make it easy to create and destroy sprite objects on the stage/score. Sprites with properties and script instances can easyly be created with one single line:LOOP_CREATE_SPRITE( , )All spritechannel management for find a empty spritechannel is done by the LOOP system. With a little for loop you can create many particles as shown here: easySpriteCreation.txtYou can download the latest version of a clean loop director project here: Loop_0.072.rar( LOOP 0.072 is outdated. Please download a advanced version available on this page.)A function and variables reference of the older LOOP 0.07 you can get here: Loop_0.07_Reference.rarDemo of massive sprite creation ( You will need the shockwave plugin): Loop_0.02_mousesource.htm Loop_0.71_heart.htm Asteroids_0.03_loop_0.07.htm |
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New scenegraph in development
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posted on 2005.12.12 by otaco; Words: news, gfx, programming, c++, opengl, GG, |
Today I want to present my new scenegraph (with the prefix GG). It's a nodes and cores approach, based on openSG. If you are student of the Bauhaus University Weimar you can download the latest snapshot right from the gforge cvs of the Multi Framerate Display Project. You have to be member of the developer group to enter the project pages at this point. The goals for this scenegraph is to have a nice environment for demo programming with all you can feature with todays graphics hardware like FBO, shader, GPGPU, shadow, and muche more. Here you can download a first release: mfrd_GG_Demo.rar . The file contains a DEVC++ Project and a linux makefile. Also you can download a doxygen made documentary of the project: doxygen_docs.rar The included demo shows a so called "multi framerate display". These are render setups, that render parts of a scenegraph in different framerates to one single display to rendere mass of geometry in one hand and reach interactive framerates in the other. In the demo you see one pass render the graph (piecewise) to a frame buffer object, the other render the image of the last complete graph traversal in realtime framerates to the screen. |
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