X-Nico

5 unusual facts about OpenGL


Edward Angel

He has published numerous books and journal articles including many successful titles on OpenGL.

Gemsvnc

This is desirable when one is using VNC for a customer service or training tool, or where special graphics hardware (such as OpenGL) is being used so that a normal vncserver would not work.

OpenGL

Prior to the release of OpenGL 3.0, the new revision was known as the codename Longs Peak.

OpenGL++

The project started as the result of a partnership between SGI, IBM and Intel (and later Digital Equipment Corporation as well) to provide a higher level API than the "bare metal" support of OpenGL, as well as being an implementation for Java3D.

Polyworld

It uses the Qt graphics toolkit and OpenGL to display a graphical environment in which a population of trapezoid agents search for food, mate, have offspring, and prey on each other.


AMD Accelerated Processing Unit

It was based on the K10 architecture and built on a 32 nm process featuring two to four CPU cores on a TDP of 65-100 W, and integrated graphics based on the Radeon HD6000 Series with support for DirectX 11, OpenGL 4.2 and OpenCL 1.2.

The platform features 2 to 4 Piledriver CPU cores built on a 32 nm process with a TDP between 65 W and 100 W, and a GPU based on the Radeon HD7000 Series with support for DirectX 11, OpenGL 4.2, and OpenCL 1.2.

ATi Radeon R200 series

This GPU features 3D acceleration based upon Microsoft Direct3D 8.1 and OpenGL 1.3, a major improvement in features and performance compared to the preceding Radeon R100 design.

CGL

Core OpenGL: Apple Computer's Macintosh Quartz windowing system interface to the Mac OS X implementation of the OpenGL specification

GeForce 256

Initially, it was only somewhat beneficial in certain situations in a few OpenGL-based 3D first-person shooter titles, most notably Quake III Arena.

Glew

OpenGL Extension Wrangler Library (GLEW), a cross-platform C/C++ library that helps in querying and loading OpenGL extensions.

Grand Prix Legends

An out-of-the-box copy of GPL lacks several features that one might expect from a modern driving simulation, and so most people add as a matter of course several patches: the official version 1.2 patch that adds force feedback; a second patch to add Direct3D and/or OpenGL support; and a third patch that gets around a problem that prevents the original game from working on computers with CPUs faster than 1.4 GHz.

Id Tech 5

The engine was first demonstrated at the WWDC 2007 by John D. Carmack on an eight-core computer; however, the demo used only a single core with single-threaded OpenGL implementation running on a 512 MB 7000 class Quadro video card.

Matrox G200

Throughout most of its life G200 had to get by, in popular games such as Quake II, with a slow OpenGL-to-Direct3D wrapper driver.

Mobile 3D Graphics API

Kari Pulli, Tomi Aarnio, Ville Miettinen, Kimmo Roimela, Jani Vaarala: Mobile 3D Graphics with OpenGL ES and M3G, Morgan Kaufmann, 2007, ISBN 0-12-373727-3

Moo Mapper

He borrowed an OpenGL book "OpenGL Game Programming" (which André LaMothe is the series editor for) from a friend in exchange for an electronic keyboard and within a week or 2 had produced the first beta.

OpenGL Performer

However after the first beta release of Cosmo 3D, SGi joined with Intel and IBM (and later DEC) to create OpenGL++, essentially a cleaned up version of Cosmo.

Player Project

Gazebo integrated the ODE physics engine, OpenGL rendering, and support code for sensor simulation and actuator control.

RIVA 128

Performance in Quake III Arena, a game using an engine more advanced than Unreal Engine 1, was better due to the engine having been designed for OpenGL.

SiS 6326

According to a test of Tom's Hardware of January 21, 1998, it could perform roughly a third of the performance of a NVidia RIVA 128 or 40% less than an ATI Rage Pro in terms of frames per second in Direct3D benchmarks and simply couldn't play Quake due its lack of OpenGL support.

Unreal Tournament 2003

3.5 GB free, 64 MB of video memory recommended

Linux 2.2+ or Windows 98-Win7, 733 MHz x86 CPU, 128 MB RAM, video card with 16 MB RAM, 3 GB HDD space, DirectX 8.1 or OpenGL 1.2

Mac OS X 10.2.6+, 700 MHz PowerPC G4 CPU, 256 MB RAM, GeForce 2 MX or Radeon with 32 MB RAM, 3 GB HDD space

Zachary Barth

For marketing reasons, Barth decided against XNA with its capability to cross-publish to Xbox 360, and switched to OpenGL, which allowed him to target the three operating systems required for inclusion in the Humble Indie Bundle.


see also