XGI has released some source code of their Linux driver hoping for some help from the community.
A while back, OSNews had an article about the Open Graphics Project. The project has progressed significantly, and now there is an interview on KernelTrap.org about the progress, status, and future of this 3D graphics project. If you're interested in how the chip works, there's even a C++ software model of the OpenGL renderer you can look at.
A company named Tech Source has stepped up to create an open source 2D/3D graphics card. The project has an open mailing list and a spec proposal for the final card can be downloaded here. This project is a groundbreaking effort at creating truely open hardware, and is great chance for everyone who is interested in 2D/3D programming to see how a modern graphics card works.
If you're not programming games or video, should you just forget about DirectX? Not necessarily.
OpenGL 2.0 was formally launched today and with it the completion of the graphics API's Shading Language specification for vertex- and pixel-shader programming. OpenGL Shading Language was approved by the OpenGL Architecture Review Board (ARB) in June 2003 as an extension to OpenGL 1.4, which has since been updated to version 1.5.
Since the earliest games of Ping Pong and Pac man, graphics have evolved quite a bit. The technology in which to render them has also evolved into complex and speedy graphics processing units. From primitive software acceleration to the current hardware and software acceleration, graphics have become more efficient, more complex, and most importantly, more beautiful than ever before.
The 'Cube' is an attempt to use 3D user interface to replace the 2D windows desktop. (The website contains explanations, features, details, and screenshots/videos.)
This download provides the DirectX 9.0c end-user package that devs can include with their product.
Randi Rost gives an example of the coding needed for shading in OpenGL, including the code for the vertex shader, the fragment shader, and the application code used to initialize these shaders.
I have written up an article about a bunch of ideas for 3D desktop development now Project Looking Glass is Open Source. A number of the Looking Glass owners have an interest in the document and it might prove interesting to get an insight into the potential desktop of the future.
There's a new screenshot over at directfb.org that shows the new TextureTriangles() method using existing windows as the texture. Every change in the original window is immediately visible in the transformed presentation.
In this article, six widely used algorithms in graphics rendering of indoor and outdoor environments are discussed, namely: quad-based static terrain, Roettger's approach to continuous levels-of-detail in terrain, real-time optimally adapting meshes, portals, BSPs and PVSs. In each case the algorithm is discussed and some aspects of implementation are considered, as well as analyize each algorithm for its application in modern graphics systems. More graphics articles here.
OpenGL, the decade-old mother of all graphics application programming interfaces (APIs), is getting two significant updates to bring it into the 21st century.
The SphereXP is a 3D desktop replacement for Microsoft Windows XP (still beta). It offers a new way to organize objects on the desktop. Check the videos and screenshots to get the idea.
Apple's best-of-breed OpenGL tools help developers locate, analyze and debug graphics bottlenecks, making the Mac a uniquely powerful platform for OpenGL development. Read the article at the ADC site.
Beyond3D had the opportunity to speak with Chris Donahue of Microsoft recently. Being the Lead Evangelist for Windows when it comes to convincing developers that Windows is the best there is, we decided to ask him a variety of questions, ranging from what he actually does, to DirectX and its importance, to companies like NVIDIA and ATI , to the next major Microsoft operating system codenamed Longhorn. Chris was previously the manager of Developer Relations at NVIDIA so he should provide some interesting insights about working with the independent hardware vendors as well.
S3 is back on the scene with its first new GPU architecture in five years. Rather than take aim at the high-end, S3 has set its sights on the midrange price/performance category, which is currently dominated by ATI's Radeon 9600 XT and nVidia's GeForce FX 5700, both of which are under $200. Today S3 unveils the DeltaChrome S8 GPU, which represents the midrange of its upcoming line of DeltaChrome GPUs.
"While the next major revision for DirectX is not expected until Longhorn’s launch, Microsoft’s DirectX group has been briefing developers on what’s in store for “DirectX Next” with presentations at Microsoft Meltdown and other developer conferences. Recently, this presentation was made available to the public via Microsoft’s Developer Network. The intent of this article is to give a more thorough treatment of the features listed for inclusion with DirectX Next and hence explore the types of capabilities that DirectX Next may be offering." Read the article at Beyond3D.
A new player dares to enter the graphics card market that ATi and Nvidia have dominated for so long. XGI (eXtreme Graphics Innovation), based in Taiwan, comes at the market leaders with a line of cards for a whole lot less money. Tom's Hardware looks at XGI's product range, and offer results of a beta model from XGI´s top model Volari Duo V8 Ultra. The site also has a benchmark article on the latest Nvidia cards Vs the latest Radeons, but it is interesting to see some new blood in the market that have left S3, SiS, Matrox, Trident and Intel i8xx as secondary players or in 'survival mode'.