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- From: woo@kicksave.asd.sgi.com (Mason Woo)
- Subject: comp.graphics.opengl Frequently Asked Questions (FAQ) [1/1]
- Version: 1.35
- Message-ID: <D72GxJ.828@sgi.sgi.com>
- Followup-To: poster
- Last-Modified: 1995 April 11
- Summary: This contains a list of Frequently Asked Questions about OpenGL (R)
- Keywords: FAQ
- Supersedes: header
- Sender: woo@kicksave.asd.sgi.com
- Reply-To: woo@kicksave.asd.sgi.com
- Organization: Silicon Graphics Inc.
- Date: Sat, 15 Apr 1995 08:00:55 GMT
- Approved: mailnews@sgi.sgi.com
- Archive-Name: graphics/opengl-faq
- Expires: Mon, 15 May 1995 00:00:00 GMT
- Lines: 1188
- Xref: senator-bedfellow.mit.edu comp.answers:11270 comp.graphics.opengl:4345 news.answers:42008
-
- * marks recently modified answers or new questions
-
- Q1: What is OpenGL?
- Q2: Where are World Wide Web sites for OpenGL?
- Q3: What is the relationship between IRIS GL and OpenGL?
- Is OpenGL source code or binary code compatible with IRIS GL?
- Q4: What does the .gl or .GL file format have to do with OpenGL?
- Q5: What documentation is available for OpenGL? (A bibliography of
- OpenGL documents is listed here.) Where can I get the OpenGL specification?
- Q6: Where can I find OpenGL source code examples? For
- instance, where can I find the GLUT toolkit or examples which
- mix OpenGL with Motif and use the Motif widget?
- Q7: Which vendors are supporting OpenGL?
- * Q8: What OpenGL implementations are available?
- Q9: How do I contribute OpenGL code examples to a publicly
- accessible archive?
- Q10: Why should I port my IRIS GL application to OpenGL?
- Q11: How much work is it to convert an IRIS GL program to OpenGL?
- What are the major differences between them?
- Q12: Who needs to license OpenGL? Who doesn't? How is a
- commercial license acquired?
- Q13: How does a university or research institution acquire access to
- OpenGL source code?
- Q14: What are the conformance tests?
- Q15: What is Silicon Graphics policy on "free" implementations
- of the OpenGL API? What is Mesa 3D and where can I get it?
- Q16: How is the OpenGL governed? Who decides what changes can be
- made?
- Q17: Who are the current ARB members?
- Q18: What is the philosophy behind the structure of the ARB?
- Q19: How does the OpenGL ARB operate logistically? When does the
- ARB have meetings?
- Q20: How do additional members join the OpenGL ARB?
- Q21: So if I'm not a member of the ARB, am I shut out of the decision
- making process?
- Q22: Are ARB meetings open to observers?
- Q23: What is the OpenGL Advisory Forum?
- Q24: When using Xlib, how do I create a borderless window?
- Q25: How do I switch between single buffer and double buffer mode?
- Q26: On my machine, it appears that glXChooseVisual
- is only able to match double-buffered visuals. I want to have more
- bits of color resolution, so how do I render in single buffer mode?
- Q27: I've got a 24-bit machine, but my OpenGL windows
- are not using the full color resolution. What's wrong? My
- program looks fine on one machine, but the depth buffer doesn't work
- on another. What's wrong?
- * Q28: What information is available about OpenGL extensions?
- * Q29: How do I make shadows in OpenGL?
-
- ------
- Subject: Q1: What is OpenGL?
-
- A: OpenGL(R) is the software interface for graphics hardware that allows
- graphics programmers to produce high-quality color images of 3D
- objects. OpenGL is a rendering only, vendor neutral API providing 2D
- and 3D graphics functions, including modelling, transformations,
- color, lighting, smooth shading, as well as advanced features like
- texture mapping, NURBS, fog, alpha blending and motion blur. OpenGL
- works in both immediate and retained (display list) graphics modes.
- OpenGL is window system and operating system independent. OpenGL has
- been integrated with Windows NT and with the X Window System under
- UNIX. Also, OpenGL is network transparent. A defined common extension
- to the X Window System allows an OpenGL client on one vendor's platform
- to run across a network to another vendor's OpenGL server.
-
- ------
- Subject: Q2: Where are World Wide Web sites for OpenGL?
-
- A: OpenGL--The Integration of Windowing and 3D Graphics
- WWW URL http://hertz.eng.ohio-state.edu/~hts/opengl/article.html
- Maintained by Harry Shamansky.
-
- OpenGL WWW Center
- WWW URL http://www.sgi.com/Technology/openGL/
- Maintained by Mason Woo.
-
- IBM WWW Center for OpenGL
- WWW URL http://www.austin.ibm.com/software/OpenGL
-
- Template Graphics Software WWW Center for OpenGL
- WWW URL http://www.sd.tgs.com/~template/Products/opengl.html
-
- Microsoft Developer Network OffRamp Web Server
- WWW URL http://www.microsoft.com
-
- ------
- Subject: Q3: What is the relationship between IRIS GL and OpenGL?
- Is OpenGL source code or binary code compatible with IRIS GL?
-
- A: IRIS GL is the predecessor to OpenGL. After other implementors
- had experience trying to port the IRIS GL to their own machines, it
- was learned that the IRIS GL was too tied to a specific window system
- or hardware. Based upon consultations with several implementors,
- OpenGL is much more platform independent.
-
- IRIS GL is being maintained and bugs will be fixed, but SGI will no
- longer add enhancements. OpenGL is now the strategic interface for
- 3-D computer graphics.
-
- OpenGL code is neither binary nor source code compatible with IRIS
- GL code. It was decided to bite the bullet at this time to make
- OpenGL incompatible with IRIS GL and fix EVERYTHING that made IRIS GL
- difficult to port or use. For example, the gl prefix has been added
- to every command: glVertex(), glColor(), etc.
-
- ------
- Subject: Q4: What does the .gl or .GL file format have to do with OpenGL?
-
- A: .gl files have nothing to do with OpenGL. It's a file format for
- images, which has no relationship to IRIS GL or OpenGL.
-
- ------
- Subject: Q5: What documentation is available for OpenGL? (A
- bibliography of OpenGL documents is listed here.) Where can I
- get the OpenGL specification?
-
- A: A 2 volume set, The OpenGL Technical Library (The OpenGL
- Programming Guide and The OpenGL Reference Manual) is published
- by Addison-Wesley. The ISBN numbers for both English and
- Japanese versions are listed below. You can purchase the books
- in extremely large volume by calling Addison-Wesley (+1-617-944-3700).
-
- The man pages for the OpenGL API, its Utility Library (GLU), and
- the X server extension API (GLX) and a PostScript version of the
- OpenGL specification are available via anonymous, public ftp, on
- the machine sgigate.sgi.com in ~ftp/pub/opengl/doc. The OpenGL,
- OpenGL Utility Library, X extensions and GLX protocol
- specifications are all in the file, specs.tar.Z, which has been
- tar'd and compressed. Please read the accompanying README file,
- which explains the copyright and trademark rules for usage of the
- specification. Possession of the OpenGL Specification does not
- grant the right to reproduce, create derivative works based on or
- distribute or manufacture, use or sell anything that embodies the
- specification without an OpenGL license from SGI.
-
- What follows is a bibliography of articles, books, and papers written
- about OpenGL.
-
- Books (in English)
- ------------------
- Neider, Jackie, Tom Davis, and Mason Woo, OpenGL Programming
- Guide: The Official Guide to Learning OpenGL, Release 1,
- Addison-Wesley, Reading, Massachusetts, 1993 (ISBN 0-201-63274-8).
-
- OpenGL Architecture Review Board, OpenGL Reference Manual: The
- Official Reference Document for OpenGL, Release 1,
- Addison-Wesley, Reading, Massachusetts, 1992 (ISBN 0-201-63276-4).
-
- Magazine articles
- -----------------
- Bruno, Lee. "Graphics Users Debate Three Hot Topics," Open Systems Today,
- December 12, 1994, p. HP3, HP8.
-
- Bruno, Lee. "Sun Continues to Resist OpenGL Tide," Open Systems Today,
- November 28, 1994, p. SF1, SF5-6.
-
- Davis, Tom. "Moving to OpenGL," IRIS Universe, Number 25,
- Summer, 1993.
-
- Deffeyes, Suzy and John Spitzer. "OpenGL on OS/2," OS/2 Developer Magazine,
- Nov/Dec 94, pages 34-45.
-
- Glazier, Bill. "The 'Best Principle': Why OpenGL is emerging as the 3D
- graphics standard," Computer Graphics World, April, 1992.
-
- "Industry group pushing 3-D graphics standard," Computer Design,
- July, 1994, p. 50, 52.
-
- Karlton, Phil. "Integrating the GL into the X environment: a
- high performance rendering extension working with and not against
- X," The X Resource: Proceeding of the 6th Annual X Technical
- Conference, O'Reilly Associates, Issue 1, Winter, 1992.
-
- Kilgard, Mark, Simon Hui, Allen Leinwand, and Dave Spalding. ``X
- Server Multi-rendering for OpenGL and PEX,'' The X Resource
- Proceedings of the 8th Annual X Technical Conference, O'Reily
- and Associates, Sebastopol, California, January 1994.
-
- Kilgard, Mark J. "OpenGL & X: An Introduction," The X Journal.
- November-December, 1993, page 36-51.
-
- Kilgard, Mark J. "Using OpenGL with Xlib," The X Journal.
- January-February, 1994, page 46-65.
-
- Kilgard, Mark J. "Using OpenGL with Motif," The X Journal.
- July-August, 1994.
-
- "OpenGL Programs a New Horizon for Sun," SunWorld, January, 1994,
- page 15-17.
-
- Prosise, Jeff. "Advanced 3-D Graphics for Windows NT 3.5:
- Introducing the OpenGL Interface, Part I," Microsoft Systems Journal,
- October, 1994, Vol. 9, Number 10, pages 15-29.
-
- Prosise, Jeff. "Advanced 3-D Graphics for Windows NT 3.5:
- Introducing the OpenGL Interface, Part II," Microsoft Systems Journal,
- November, 1994, Vol. 9, Number 11.
-
- Prosise, Jeff. "Understanding Modelview Transformations in
- OpenGL for Windows NT," Microsoft Systems Journal,
- February, 1995, Vol. 10, Number 2.
-
-
- Japanese language magazine articles and books
- ---------------------------------------------
-
- "Interview with Masamichi Tachi about OpenGL_Japan,"
- Nikkei Computer Graphics, 3/1995, p. 56-57.
-
- Matsumoto, Masayuki, PIXEL, "OpenGL, A 3D Graphics Standard",
- 10/1994, p. 138-145.
-
- Matsumoto, Masayuki, Toragi Computer,
- "A introduction to OpenGL for PC users", 11/1994, p. 147-150.
-
- Neider, Jackie, Tom Davis, and Mason Woo, OpenGL Programming
- Guide: The Official Guide to Learning OpenGL, Release 1,
- Addison-Wesley Publishers Japan, Tokyo, 1993 (ISBN 4-7952-9645-6).
-
- Nikkei Electronics, No. 616, Sept. 5, 1994, p. 99-105.
-
- OpenGL Architecture Review Board, OpenGL Reference Manual: The
- Official Reference Document for OpenGL, Release 1,
- Addison-Wesley Publishers Japan, Tokyo, 1992 (ISBN 4-7952-9644-8).
-
- "OpenGL," Nikkei Computer Graphics, 1/1995, p. 203-209.
-
- PIXEL, No. 143, 8/94, p. 65 ("From the Editor's Desk"),
- p. 117-121 ("3D API, OpenGL").
-
- Sasaki, Akiko and Masayuki Matsumoto, Software Design, "Chapter 3: OpenGL",
- November 11, 1994, ISSN 0916-6297, p. 26-48.
-
- "Windows NT and OpenGL," Nikkei Computer Graphics, 3/1995, p. 156-161.
-
- Woo, Mason, "OpenGL," Nikkei Computer Graphics, 11/1994,
- p. 142.
-
- "X Windows and OpenGL," Nikkei Computer Graphics, 2/1995, p. 155-160.
-
- Technical reports
- -----------------
- Segal, Mark and Kurt Akeley. The OpenGL Graphics System: A
- Specification. Technical report, Silicon Graphics Computer
- Systems, Mountain View, California, 1992, revised 1993.
-
- Segal, Mark and Kurt Akeley. The OpenGL Graphics Interface.
- Technical paper, Silicon Graphics Computer Systems, Mountain
- View, California, 1993.
-
- ------
- Subject: Q6: Where can I find OpenGL source code examples? For
- instance, where can I find the GLUT toolkit or examples which
- mix OpenGL with Motif and use the Motif widget?
-
- You can get the source code examples which are found in the
- OpenGL Programming Guide via anonymous, public ftp on
- sgigate.sgi.com in the file ~ftp/pub/opengl/opengl.tar.Z
-
- Mark Kilgard has created an ftp site for source code, which is
- part of his articles in the X Journal magazine. This includes
- the GLUT toolkit (version 2.0) and OpenGL with Motif examples.
- The directory is:
-
- sgigate.sgi.com:~ftp/pub/opengl/xjournal
-
- The specification, source code (including FORTRAN bindings),
- and articles for GLUT (Graphics Library Utility Toolkit) is in:
- sgigate.sgi.com:~ftp/pub/opengl/xjournal/GLUT
- ( URL ftp://sgigate.sgi.com/pub/opengl/xjournal/GLUT/ )
-
- This distribution of GLUT should compile on:
- o DEC Alpha workstation running OSF/1 with Open3D layered product
- o IBM RS/6000 workstations running AIX with OpenGL support
- o SGI workstation running IRIX 5.2 or higher supporting OpenGL
- o Template Graphics Software's OpenGL for Sun workstations
- o Mesa 1.1 for Unix workstations.
-
- GLUT version 2.0 is ready. It has:
- o window functions, including multiple windows for OpenGL rendering
- o callback driven event processing
- o sophisticated input devices, including dials and buttons box,
- tablet, Spaceball(TM)
- o idle routines and timers
- o a simple cascading pop-up menu facility
- o routines to generate wire and solid objects
- o bitmap and stroke fonts
- o request and queries for multisample and stereo windows
- o OpenGL extension query support
-
- The version 2 functionality is fully backward compatible
- with the version 1 functionality.
-
- ------
- Subject: Q7: Which vendors are supporting OpenGL?
-
- A: OpenGL is supported by many hardware and software vendors.
- As of March, 1995, OpenGL has been licensed to:
-
- AccelGraphics, AT&T, Cirrus Logic, Cray Research, Daikin, Digital
- Equipment, Division, 3Dlabs, Evans & Sutherland, Harris Computer, Hitachi,
- IBM, the Institute for Information Industry, Intel, Intergraph,
- Japan Radio Co., Kendall Square Research, Media Vision,
- Microsoft, miro, NCD, NEC, NeTpower, Peritek, Portable Graphics, RasterOps,
- SPEA, Samsung, Sony, Template Graphics Software, and Univel.
-
- ------
- Subject: Q8: What OpenGL implementations are available?
-
- A:
-
- AccelGraphics
- -------------
- AccelGraphics, Inc. is currently shipping the AG300, a high-performance
- PCI-based OpenGL(R) graphics board for the PC. AccelGraphics, Inc. is an
- OpenGL licensee and provides full support of OpenGL via client-loadable
- library on Windows NT(R) 3.5.
-
- Running on a standard Pentium(TM), Alpha(TM), or MIPS(TM) PC with a PCI bus,
- the AG300 graphics accelerator card lets you manipulate larger and more
- complex 3D models and assemblies dynamically. True color and full 3D
- acceleration, with a 16-bit Z-buffer and smooth double-buffered display at
- full screen (1280x1024) resolution, combine to provide high-performance
- dynamic viewing and rendering.
-
- Hardware Support
- Scalable architecture efficiently leverages the system CPU
- 7.5 MB of total RAM
- 5 MB of VRAM for 32 plane frame-buffer
- 2.5 MB of DRAM for 16-bit Z-buffer
- Rectangle clipping, Alpha blending, Logic Operations, Bilinear
- Interpolation, and Dithering
-
- Supported Drivers and Applications
-
- Microsoft Windows NT 3.5 or higher with OpenGL
- Microsoft Windows 3.1
- Windows 95(R) with OpenGL (late 1995)
- Pro/ENGINEER(TM) and Pro/JR.(TM) from Parametric Technology Corporation
- AutoCAD(TM) from Autodesk
- MicroStation(TM) from Bentley Systems
- Virtually any 3D application that utilizes OpenGL
-
- Supported Hardware Platforms
-
- Any Intel Pentium system with 1 free PCI slot
- Digital's Alpha based PC's
- MIPS based PC's
-
- Supported Operating Systems
-
- DOS, Windows 3.1, Windows NT
-
- AccelGraphics, Inc. is headquartered in San Jose, CA
- with regional offices in Atlanta, Orlando, Los Angeles,
- Cincinnati and London, England.
-
- For more information on the AG300, please call
- AccelGraphics, Inc. at 1-800-441-5699.
-
- AutoCAD is a registered trademark of Autodesk. Microstation
- is a registered trademark of Bentley Systems. Pentium is a
- trademark of Intel Corporation. AG300, ActionGraphics and
- AccelGraphics are trademarks of AccelGraphics, Inc. Windows,
- Windows NT and Windows 95 are registered trademarks of Microsoft
- Corporation. OpenGL is a registered trademark of Silicon Graphics.
- Pro/ENGINEER and Pro/JR. are trademarks of Parametric Technology
- Corporation. All other trademarks are the property of the
- companies that issued them.
-
-
- Digital (DEC)
- ------- -----
- Digital Equipment Corporation offers OpenGL to its customers as part of the
- the DEC Open3D layered product. DEC Open3D is available for DEC OSF/1 AXP and
- DEC OpenVMS AXP workstations. Supported graphics devices include:
- PXG (all devices in the PXG family with z-buffers)
- ZLX-M1
- ZLX-M2
- ZLX-E1
- ZLX-E2
- At this time, Digital Equipment Corporation has no plans to offer
- Open3D on either VAXstations or DECstations.
-
- Digital Equipment Corporation (DEC) is shipping accelerated OpenGL for Windows
- NT on our AlphaStation models 200 and 400 using the ZLXp-E1, ZLXp-E2, and
- ZLXp-E3 graphics options.
-
- Now you can unleash the industry-leading speed and power of Digital's Alpha
- AXP technology with low-cost high-performance graphics accelerators that will
- change the way you view your work.
-
- The ZLXp-E1 provides leading 2D performance inexpensively. And breakthrough
- dithering technology lets the ZLXp-E1 display 3D smooth shaded images in 8
- planes with outstanding quality. Coupled with the ZLXp-E1's excellent
- performance, Digital's patented dithering capability provides an ideal
- solution for professionals in CASE, ECAD, and mechanical product design.
-
- The ZLXp-E2 delivers the high-performance and 24 plane, true color capability
- needed for image processing, medical imaging, desktop publishing, graphics
- arts, and multimedia. The ZLXp-E2 can be configured to run 8 bits double
- buffered with a 16 bit Z buffer, providing full dedicated hardware support for
- 3D applications.
-
- The ZLXp-E3, featuring true color capability and a full 24 bit Z buffer for
- even more complex solid model rendering, is ideal for mechanical CAD and
- computer-aided molecular design.
-
- For further information contact your Digital Equipment sales representative.
-
- IBM
- ---
- IBM offers OpenGL 1.0 at several different price and performance points,
- on most configurations of it's RS/6000 workstation line. Hardware
- accelerated OpenGL is available through two recently announced products:
- the mid-range POWERgraphics GXT1000 and the high-end Freedom Series /6000.
- Both platforms provide h/w support for texture mapping, accumulation,
- stencil and alpha buffers, as well as a h/w accelerated lighting and
- geometry transformation pipeline. The Freedom Series is based on an
- architecture developed by Evans and Sutherland.
-
- OpenGL is supported on most other RS/6000 configurations, including
- the GXT100 and GXT150 graphics adapters for the PowerPC-based /6000's
- as well as on the CGDA, the Gt1 family, the Gt3 family, and the Gt4
- family of graphics adapters. This support is provided through
- SoftGraphics, a highly-tuned, highly-optimized pure software
- implementation of OpenGL. (Because of the lack of support for an
- RGB X11 TrueColor visual on the 3D-HP-CGP and GTO adapters, OpenGL
- is not offered on these machines. This is the only exception to
- OpenGL support on the RS/6000 line. Sorry). OpenGL requires AIX 3.2.5
- or later.
-
- At the Fall '93 Comdex, IBM exhibited a software technology
- that allowed OpenGL to run under OS/2. The interface that
- integrates OpenGL with OS/2 was presented to the OpenGL ARB for
- review. Beta versions of that interface will be available in the
- first half of 1994, through the OS/2 Developer CD-ROM distribution.
-
- To purchase these products, contact your local IBM sales office.
-
- Intergraph
- ----------
- Intergraph Computer Systems is currently shipping high-performance, PCI-based,
- OpenGL accelerators on its TD series of Personal Workstations. Using state of
- the art dedicated hardware, the GLZ and GLI graphics products dramatically
- accelerate OpenGL and offer the high performance and features traditionally
- found only on much more expensive workstations. These accelerators are
- available on Intergraph's TD-4 and TD-5 dual-Pentium Personal Workstations
- running Windows NT.
-
- GLZ and GLI offer advanced features such as:
-
- - 24-bit, double buffered image planes at all display resolutions up to
- 2 Mpixels
- - 24-bit (GLZ) or 32-bit (GLI) Z-Buffer
- - Full hardware support for Gouraud shading
- - Full hardware support for texture processing (GLI only) with 8
- MTexels of texture storage
- - Industry-standard PCI bus interface with DMA engine
- - Support for multi-sync monitors up to 2 Mpixels at 76Hz vertical
- refresh
- - Stereo ready
- - Multiple color palette support
- - 10-bit gamma correction
-
- For additional information call 1 (800) 763-0242 or browse Intergraph's WWW
- pages at http://www.intergraph.com.
-
- Microsoft
- ---------
- OpenGL is offered as a standard feature of Microsoft Windows NT
- Workstation version 3.5. The Microsoft implementation of OpenGL runs
- with any computer and video hardware that is compatible with Windows NT
- 3.5. Microsoft also provides documentation, sample source code, and
- development tools to help build OpenGL applications in the Win32
- Software Development Kit. The Win32 SDK is available via Microsoft's
- Developer Network.
-
- For more information on the Win32 SDK, please call:
- US at 1-800-759-5474
- International at +1-402-691-0173
-
- Portable Graphics, Inc.
- ----------------------------------------------------------
- 3D Graphics Development and Porting Tools
-
- Portable Graphics, a subsidiary of Evans & Sutherland Computer Corporation,
- provides GL-based development and porting tools for a variety of workstation
- platforms. Products for PCs (Windows NT, OS/2, Windows 95) will be
- available in 1995.
-
- OpenGL for Sun:
-
- Portable Graphics' implementation of OpenGL for Sun is optimized for the
- SPARC/Solaris environment and passes the ARB conformance tests, including
- GLX server requirements for interoperability. Interoperability ensures
- consistent client-server communications between any OpenGL implementation
- across an X11 network. Native OpenGL on Freedom Series will be available
- from Evans & Sutherland in 1st Quarter 1995. OpenGL can coexist with PHIGS,
- PEX, or NPGL (IRIS GL 4.0-compatible) applications on the same device.
- Portable Graphics supplies the GLU library, and widget sets for both Motif
- and OPEN LOOK. Portable Graphics is an SMCC Catalyst Strategic Developer.
-
- OpenGL for HP:
-
- Hewlett-Packard has choosen Evans & Sutherland (E&S) as its OpenGL supplier.
- OpenGL For Hewlett-Packard from E&S is now shipping for the HP Freedom
- Series accelerators. For your convenience, development licenses can be
- purchased directly from Hewlett-Packard or from Portable Graphics. Portable
- Graphics offers volume and educational discounts. OpenGL for the entire HP
- graphics accelerator product line is in development at E&S for release in
- Summer 1995. Developers who wish to develop OpenGL and Open Inventor
- applications for HP workstations with CRX or HCRX accelerators or the Model
- 712, can get started now using NPGL and IRIS Inventor. These applications
- can then be converted to OpenGL and Open Inventor when these products
- support the entire Series 700 product line.
-
- Custom OpenGL Ports:
-
- Portable Graphics offers custom OpenGL ports for PC and workstation graphics
- accelerator manufacturers, and consulting services to hardware manufacturers
- and software developers.
-
- Open Inventor - 3D Developer's Toolkit:
-
- Portable Graphics also licenses Open Inventor from Silicon Graphics. Open
- Inventor is currently available on the IBM RISC System/6000, Sun
- SPARCstation systems and HP Series 700 workstations with Freedom Series
- graphics accelerators. Portable Graphics will also provide Open Inventor for
- HP Series 700 workstations, Windows NT, Windows 95 and OS/2. Portable
- Graphics offers IRIS Inventor for HP and Sun workstations.
-
- EDISON - Extensions to Open Inventor:
-
- Portable Graphics is currently developing extensions to Open Inventor. The
- product, which is called EDISON, will provide the framework to seamlessly
- link other software modules to Open Inventor. The first extension released
- under EDISON will be the SHAPES Geometric Modeling System from XOX
- Corporation (Minneapolis, MN). By combining SHAPES and Open Inventor via
- EDISON, developers will obtain a powerful geometric computing system based
- on mathematical standards that also features an easy-to-use, interactive
- user interface and graphics rendering capabilities. The EDISON extensions to
- Open Inventor will be available in mid-1995 for Silicon Graphics
- workstations, followed by support for Sun, IBM, and HP workstations, and
- Windows NT, Windows 95 and OS/2.
-
- Portable Graphics products are sold direct from the U.S. headquarters and
- the U.K. office. Authorized distributors are located in Australia, France,
- Germany, Japan and Taiwan.
-
- For more information about OpenGL, Open Inventor, EDISON extensions to Open
- Inventor, IRIS Inventor, or NPGL, contact:
-
- Portable Graphics, Inc.
- "An Evans & Sutherland Company"
- One Technology Center
- 2201 Donley Drive, Suite 365
- Austin, TX 78758
-
- E-mail: glware@portable.com
- Voice: (512) 719-8000
- Fax: (512) 832-0752
-
- Silicon Graphics
- ---
- Starting with IRIX 5.2, OpenGL is supported for the following graphics
- workstations:
-
- Indy - Indy XL 8 or 24 bits, XZ (XZ, as of IRIX 5.3)
- Indigo - Entry Level, XS, XS24, XZ, Elan
- Indigo2 - XL, XZ, Extreme
- Crimson - Entry Level, XS, XS24, Elan, Extreme, RealityEngine
- Onyx - VTX, RealityEngine, RealityEngine2
- 4D30/35 - Elan
-
- With IRIX 5.3, OpenGL is supported for these workstations:
-
- Personal IRIS Graphics: 8-bit, G, TG (except GR1.1)
- VGX, VGXT, Skywriter
-
- This leaves the following graphics families with no OpenGL implementation:
-
- IRIS 1000, 2000, and 3000 series
- IRIS 4D/G, GT, GTX
- Personal IRIS GR1.1 (suggest purchasing graphics board upgrade to GR1.2)
-
- Sony
- ----
- Sony offers OpenGL on the complete range of its RISC based NEWS
- workstations. Sony OpenGL requires NEWS OS 6.0.1 and later.
- This is a pure software implementation.
-
- Starting in September 1994, Sony have hardware support for OpenGL
- on its 3D graphics workstations: on the NWS-5000G and the 3D
- graphics acceleration card NWB-1501 for NWS-5000 series
- workstations.
-
- Template Graphics Software, Inc. (TGS)
- --------------------------------------
- The Standard in Graphics Tools
-
- * OpenGL - Accelerated to Hardware (Sun, Apple, Microsoft Windows 3.1)
-
- TGS is providing OpenGL direct to Sun SPARC Solaris 2.x acceleration
- hardware. This differs from other software-only products in that it
- avoids the additional XGL software layer. The result is a fast
- performing and fully functional OpenGL for Sun workstations and
- clone systems. (OpenGL for Solaris from TGS was recently selected by
- Aries Research as the OpenGL to be sold with their SPARC systems.)
-
- * In final beta now, available via ftp
- * 100% functional today
- * Direct acceleration for Sun ZX, Turbo ZX
- * Direct support for GX, TGX, SX board sets
- * X11 network rendering to X terminals, PC-X servers, etc.
- * PostScript hardcopy (on final release)
- * GLX server extension for Solaris (on final)
- * Does not require XGL for rendering
-
- TGS will also be providing OpenGL for Apple Power Macintosh in early 1995,
- with a software-rendering and graphics acceleration version. TGS is
- working with 3D chip/board vendors to deliver accelerated OpenGL for
- the Power Mac platform.
-
- TGS will also be providing OpenGL for Windows 3.1, direct to GDI, to ISV and
- and OEM customers. OpenGL for Windows 3.1 is fully portable with the
- OpenGL for Windows NT 3.5 provided by Microsoft, including the WGL
- component.
-
- * Open Inventor - C++ 3D Graphics Toolkit
-
- TGS will be a single-stop solution for Open Inventor 2.0 on UNIX and
- PC systems, outside of SGI of course!
-
- * Open Inventor for Solaris - shipping (beta)
- * Open Inventor for IBM AIX - shipping (beta)
- * Open Inventor for Windows NT 3.5 - in alpha
- * Open Inventor for Windows 3.1 - 2Q95
- * Open Inventor for Windows 95 - TBA
- * Open Inventor for DEC OSF/1 - 2Q95
- * Open Inventor for HP - 2Q95
- * Open Inventor for Apple - 3Q95
- * Open Inventor for OS/2 - TBA
-
- Note: All of our Open Inventor products are tightly integrated
- into the OpenGL on each system, including support for 3rd
- party acceleration boards from Evans & Sutherland, GLINT,
- and others. TGS is unique in our support for a direct
- to hardware OpenGL for Solaris, Apple and is the only
- vendor to support OpenGL for Win32s (Windows 3.1).
-
- * TGS Power Tools (tm) for Open Inventor
-
- TGS is also developing TGS Power Tools(tm) for Open Inventor which will
- include:
-
- * Power Filters (tm) - Import/Export of 3D metafiles
- * Power Viewers (tm) - 3D Desktop Utilties
- * Web3D (tm) - 3D Internet tools
-
- Additional information on TGS Power Tools will be provided on request.
-
- * Sales and Support
-
- TGS has supported ISV's and professional graphics software developers since
- 1982 from our San Diego headquarters. TGS has regional sales offices in
- San Jose, Houston, Atlanta and Boston. We also have distribution partners
- in Europe and Asia.
-
- For additional information on TGS graphics software:
-
- Template Graphics Software
- 9920 Pacific Heights Blvd. #200
- San Diego, CA 92121
-
- WWW = http://www.sd.tgs.com/~template
- info@tgs.com
-
- Robert J. Weideman, V.P. Marketing
- (619)457-5359 x229
- (619)452-2547 (fax)
- robert@tgs.com
-
- 3Dlabs
- ------
- 3Dlabs is currently shipping the GLINT 300SX, a high performance graphics
- processor providing workstation class 3D graphics acceleration in a single
- chip. Designed to accelerate OpenGL, the GLINT 300SX implements in hardware 3D
- rendering operations such as Gouraud shading, depth buffering, anti-aliasing
- and alpha blending.
-
- Implemented around a scalable memory architecture, the GLINT 300SX reduces the
- cost and complexity of delivering high performance 3D graphics - making it
- ideal for a wide range of graphics products from PC boards to high-end
- workstation accelerators. GLINT based products are already shipping from
- several companies with other developments in progress.
-
- Key features of the GLINT 300SX are:
-
- - Full hardware support for Gourard shading, depth buffering, alpha
- blending, anti-aliasing and dithering;
- - 8, 16 or 32-bits per pixel RGBA and 4 or 8-bit color indexed;
- - Screen resolutions up to 2560x2048;
- - 16, 24 or 32-bit Z buffer;
- - 4 or 8-bit stencil buffer
- - Double buffering, stereo and overlay support ;
- - PCI-bus Rev 2.0 interface with on-chip DMA;
- - 112-bit memory interface.
-
- Since hardware is worthless without software, 3Dlabs have developed a highly
- optimized OpenGL driver for the GLINT 300SX. This OpenGL driver is currently
- available under Windows NT 3.5 and will be ported to other operating systems
- such as Windows 95. With GLINT 300SX and 3Dlabs' OpenGL GLINT driver,
- applications have achieved up to a 3,000 percent 3D display performance
- increase.
-
- To find out more:
-
- 3Dlabs Inc
- 2010 North First Street, Suite 403
- San Jose, CA 95131,
- Tel: (408) 436 3455
- Fax: (408) 436 3458
- Email: info@3Dlabs.com
- ------------
- SGI does not speak for any other company. However, this space is
- available for any company who wishes to state status reports or
- release dates for their OpenGL implementation. Please send e-mail
- to opengl-secretary@sgi.com to add to this section.
-
- ------
- Subject: Q9: How do I contribute OpenGL code examples to a publicly
- accessible archive?
-
- A: To contribute to the public OpenGL archive, send mail to
- opengl-contrib@sgi.com. Your mail should contain:
-
- The material to be archived, or instructions for obtaining it.
-
- An announcement suitable for posting to comp.graphics.opengl.
-
- SGI will place the material in the OpenGL/contrib directory on
- sgigate.sgi.com and post the announcement to this newsgroup.
-
- To retrieve something from the archive, use anonymous ftp to
- sgigate.sgi.com. Once connected, cd to the directory OpenGL.
- (Case is significant.) Currently there are two subdirectories:
-
- doc
- Manual pages for OpenGL and related libraries.
-
- contrib
- Contributions from the public.
-
- Note that all contributions are distributed as-is; neither SGI nor the
- other companies on the OpenGL Architecture Review Board make any
- legally valid claims about the robustness or usefulness of this software.
-
- If you do not have access to anonymous ftp, consider using an
- "ftp-by-mail" server. For information on one such server, send mail
- to ftpmail@decwrl.dec.com with a message body containing only the word
- "help".
-
- ------
- Subject: Q10: Why should I port my IRIS GL application to OpenGL?
-
- SGI will be maintaining the old IRIS GL, but not enhancing it.
- OpenGL is the API of choice on all new SGI machines.
-
- OpenGL has no subsets. You can use the same functionality
- on all machines from SGI or from other vendors.
-
- OpenGL is better integrated with the X Window System than
- the old IRIS GL. For example, you can mix OpenGL and X
- or Display PostScript drawing operations in the same window.
-
- The OpenGL naming scheme, argument list conventions, and
- rendering semantics are cleaner than those of IRIS GL. This
- should make OpenGL code easier to understand and maintain.
-
- ------
- Subject: Q11: How much work is it to convert an IRIS GL program to OpenGL?
- What are the major differences between them?
-
- There is a fair amount of work, most of which is in substituting
- for window management or input handling routines, for which the
- equivalents are not OpenGL, but the local window system, such as
- the X Windows System or Windows NT. And all routine names have changed,
- at least, minimally; for example: ortho() is now glOrtho().
-
- To help ease the way, port to "mixed model" right away, mixing the
- X Window System calls to open and manage windows, cursors, and color
- maps and read events of the window system, mouse and keyboard.
- You can do that now with IRIS GL, if you are running IRIX 4.0.
-
- In the X Window System, display mode choices (such as single or
- double buffering, color index or RGBA mode) must be declared before
- the window is initially opened. You may also substitute for other
- IRIS GL routines, such as using a OSF/Motif menu system, in place of
- the IRIS GL pop-up menus. You should use glXUseXFont(), whenever
- you were using the font manager with IRIS GL.
-
- Tables for states such as lighting or line and polygon stipples will
- be gone. Instead of using a def/set or def/bind sequence to load a
- table, you turn on the state with glEnable() and also declare the
- current values for that state.
-
- Colors are best stored as floating point values, scaled from 0.0 to
- 1.0 (0% to 100%). Alpha is fully integrated in the RGBA mode and
- at least source alpha will be available on all OpenGL implementations.
- OpenGL will not arbitrarily limit the number of bits per color to 8.
- Clearing the contents of buffers no longer uses the current color, but
- a special "clearing" color for each buffer (color, depth, stencil, and
- accumulation).
-
- The transformation matrix has changed. In OpenGL, there is no
- single matrix mode. Matrices are now column-major and are post-multiplied,
- although that does NOT change the calling order of these routines from
- IRIS GL to OpenGL. OpenGL's glRotate*() now allows for a rotation
- around an arbitrary axis, not just the x, y, and z axes. lookat()
- of IRIS GL is now gluLookAt(), which takes an up vector value, not
- merely a twist. There is no polarview() in OpenGL, but a series
- of glRotate*()s and glTranslate*()s can do the same thing.
-
- There are no separate depth cueing routines in OpenGL. Use linear fog.
-
- Feedback and selection (picking) return values, which are different
- from those found on any IRIS GL implementation. For selection and
- picking, depth values will be returned for each hit. In OpenGL, feedback
- and selection will now be standardized on all hardware platforms.
-
- ------
- Subject: Q12: Who needs to license OpenGL? Who doesn't? How is a
- commercial license acquired?
-
- A: Companies which will be creating or selling binaries of the
- OpenGL library will need to license OpenGL. Typical examples of
- licensees include hardware vendors, such as Digital Equipment,
- and IBM who would distribute OpenGL with the system software on
- their workstations or PCs. Also, some software vendors, such as
- Portable Graphics and Template Graphics, have a business in creating
- and distributing versions of OpenGL, and they need to license OpenGL.
-
- Applications developers do NOT need to license OpenGL. If a
- developer wants to use OpenGL, that developer needs to obtain
- copies of a linkable OpenGL library for a particular machine.
- Those OpenGL libraries may be bundled in with the development
- and/or run-time options or may be purchased from a third-party
- software vendor, without licensing the source code or use of the
- OpenGL(R) trademark.
-
- Since many implementations will be a shared library on a hardware
- platform, the royalty sometimes will be charged for each hardware
- platform. In those cases, it would not be charged for each
- application which used OpenGL.
-
- In general, licensing a source code implementation of OpenGL
- would not be useful for an application developer, because the
- binary created from that implementation would not be accelerated
- and optimized to run on the graphics hardware of a machine.
-
- If you need a license or would like more information, call Mason
- Woo at (415) 390-4205 or e-mail him at woo@sgi.com. There are
- licenses available restricted to site (local) usage, or
- permitting redistribution of binary code. The limited source
- license provides a sample implementation of OpenGL for $50,000.
- The license for commerical redistribution of OpenGL binaries has
- two most commonly chosen levels. Level 1 costs $25,000. Level 2
- costs $100,000, and includes the sample implementation of OpenGL.
- Both levels require a $5 royalty for every copy of the OpenGL
- binary, which is redistributed.
-
- ------
- Subject: Q13: How does a university or research institution
- acquire access to OpenGL source code?
-
- A: There is a university/research institution licensing program. A
- university license entitles the institution to generate binaries and
- copy them anywhere, so long as nothing leaves the institution. The
- OpenGL source and derived binaries can only be used for non-commercial
- purposes on-campus.
-
- A university license costs $500 US. This license provides source
- code for a sample implementation of OpenGL. This source code is
- best designed for porting onto a system which supports the X
- Window System. You can drop this into the X Consortium's X11
- server source tree and build a server with the OpenGL extension.
- To do this properly, you should have the MIT source for an X
- Server and some experience modifying it.
-
- Note that this gets you a software renderer only. If your
- machine includes a graphics accelerator, the sample
- implementation is not designed to take any advantage of it.
-
- To obtain a university license, contact Mason Woo, OpenGL
- Licensing Manager at Silicon Graphics (woo@sgi.com). Please
- provide a mailing address, telephone and fax number.
-
- Universities may also be interested in Mesa 3D. See Q15.
-
- ------
- Subject: Q14: What are the conformance tests?
-
- A: The conformance tests are a suite of programs which judge the
- success of an OpenGL implementation. Each implementor is required
- to run these tests and pass them in order to call their implementation
- with the trademark OpenGL. Passing the conformance tests ensures
- source code compatibility of applications across all OpenGL
- implementations.
-
- ------
- Subject: Q15: What is Silicon Graphics policy on "free"
- implementations of the OpenGL API? What is Mesa 3D and where can
- I get it?
-
- A: From woo@sgi.com (Mason Woo)
-
- Silicon Graphics, as licensor of the OpenGL(R) trademark, does not
- permit non-licensed use of the OpenGL trademark, nor does it permit
- non-licensed use of the OpenGL conformance tests. Silicon Graphics
- provides a source code sample implementation of OpenGL, but only to
- companies and organizations which agree to the terms and conditions of
- an OpenGL license.
-
- Silicon Graphics does give permission to others to create and distribute
- their own implementations of the OpenGL API, provided they do not
- state nor imply they have the right to use the OpenGL(R) trademark to
- name their product, nor make claims to conformance based upon the ARB
- controlled OpenGL conformance tests. Silicon Graphics agrees to allow
- others to copy the OpenGL header files, as much as is necessary, for
- the creation of other implementations of the OpenGL API.
-
- Silicon Graphics is in no way associated nor endorsing anyone's
- unlicensed implementation of the OpenGL API. Silicon Graphics does
- not make any claims or guarantees as to the quality, performance, nor
- completeness of anyone's unlicensed implementation.
-
- From brianp@ssec.wisc.edu (Brian Paul)
-
- The "Mesa 3-D graphics library" (or just Mesa) is a free implementation
- of the OpenGL API. It has been compiled and tested on most major Unix/X
- systems. All you should need is an ANSI C compiler and X.
-
- There is a WWW page at http://www.ssec.wisc.edu/~brianp/Mesa.html
-
- You can get Mesa by anonymous ftp from iris.ssec.wisc.edu in the pub/misc/
- directory.
-
- Mesa is currently in beta release. Some features are not yet implemented
- and you may find new bugs. See the WWW page for updated information.
-
- ------
- Subject: Q16: How is the OpenGL governed? Who decides what changes can be
- made?
-
- A: OpenGL is controlled by an independent board, the Architecture
- Review Board (ARB). Each member of the ARB has one vote. The
- permanent members of the ARB are Digital Equipment, IBM, Intel,
- Microsoft, and Silicon Graphics. Additional members will be added
- over time. The ARB governs the future of OpenGL, proposing and
- approving changes to the specification, new releases, and conformance
- testing.
-
- ------
- Subject: Q17: Who are the current ARB members?
-
- A: In alphabetical order: Digital Equipment, Evans & Sutherland,
- IBM, Intel, Intergraph, Microsoft, and Silicon Graphics.
-
- ------
- Subject: Q18: What is the philosophy behind the structure of the ARB?
-
- A: The ARB is intended to be able to respond quickly and flexibly to
- evolutionary changes in computer graphics technology. The ARB is
- currently "lean and mean" to encourage speedy communication and
- decision-making. Its members are highly motivated in ensuring the
- success of OpenGL.
-
- ------
- Subject: Q19: How does the OpenGL ARB operate logistically?
- When does the ARB have meetings?
-
- A: ARB meetings are held about once a quarter. The meetings rotate
- among sites hosted by the ARB members. To learn the date and place of
- the next OpenGL ARB meeting, watch the news group comp.graphics.opengl
- for posting announcing the next "OpenGL Advisory Forum/OpenGL ARB
- meetings" or e-mail opengl-secretary@sgi.com and ask for the
- information.
-
- Meetings are run by a set of by-laws, which are currently being
- approved. When they are approved, the by-laws will be publicly
- available for inspection.
-
- Minutes to the ARB meeting are posted to comp.graphics.opengl
- and are available via ftp://sgigate.sgi.com/pub/opengl/arb/
-
- ------
- Subject: Q20: How do additional members join the OpenGL ARB?
-
- A: The intention is that additional members may be added on a
- permanent basis or for a one-year term. The one-year term members
- would be voting members, added on a rotating basis, so that
- different viewpoints (such as ISV's) could be incorporated into new
- releases. Under the by-laws, SGI formally nominates new members.
-
- ------
- Subject: Q21: So if I'm not a member of the ARB, am I shut out of
- the decision making process?
-
- A: There are many methods by which you can influence the evolution of
- OpenGL.
-
- 1) Contribute to the comp.graphics.opengl news group. Most members of
- the ARB read the news group religiously.
- 2) Contact any member of the ARB and convince that member that your
- proposal is worth their advocacy. Any ARB member may present a
- proposal, and all ARB members have equal say.
- 3) Come to OpenGL ARB and speak directly to ARB.
-
- ------
- Subject: Q22: Are ARB meetings open to observers?
-
- A: The ARB meeting will be open to observers, but we want to keep the
- meeting small. Currently, up to five non-voting representatives
- who inform the ARB secretary in advance, can observe and participate in
- the ARB meeting. At any time, the ARB reserves the right to change
- the number of observers.
-
- ------
- Subject: Q23: What is the OpenGL Advisory Forum?
-
- A: The Advisory Forum is intended to start as an informal, self-governing
- group of people, highly interested in OpenGL. Corporations,
- universities, or individuals can be members of the Advisory Forum.
-
- OpenGL Advisory Forum meetings will be scheduled sporadically,
- usually to coincide with trade shows or other popular gatherings
- where people would be interested in programming with OpenGL.
-
- ------
- Subject: Q24: When using Xlib, how do I create a borderless window?
-
- A: <from blythe@sgi.com (David Blythe)>
-
- Essentially you can create the window with override-redirect
- (see man xcreatewindow) which is the sledgehammer approach or
- you can change the _MOTIF_WM_HINTS property to tell the window
- manager to leave your windows undecorated.
-
- <from alex@eagle.hd.hac.com (Alex Madarasz)>
-
- Also of note is that the window manager decorations of any client can be
- turned off by putting something like the following in the .Xdefaults
- file in your home directory - assuming you aren't overriding them in
- your app:
-
- 4Dwm*ClientAppOrClassName*clientDecoration: none
-
- ( see the 4Dwm / mwm man pages for a full description of this resource )
-
- ( you must restart the window manager or logout/login for 4Dwm resources
- to take effect )
-
- "none" will remove all of the window manager decorations - border, title
- bar etc.
-
- ------
- Subject: Q25: How do I switch between single buffer and double buffer mode?
-
- A: <from mjk@sgi.com (Mark Kilgard)
- and blythe@sgi.com (David Blythe)>
-
- When using OpenGL with X, switching between a double buffered and
- single buffered window can be accomplished by creating a "container"
- X window and creating two subwindows, one with a double buffer visual,
- the other with a single buffer visual. Make sure the subwindows are each
- the full size of their parent window.
-
- You can then use XRaiseWindow or XLowerWindow to change the stacking
- order of the two subwindows to switch between double buffering and
- single buffering.
-
- You will need to create a separate context for each of the
- two windows since they have different visual types. You will need
- to make the appropriate window/context pair current when you switch
- modes.
-
- IRIS GL made it easy to switch between double buffering and single
- buffering. But essentially, IRIS GL implemented the above process
- internally.
-
- ------
- Subject: Q26: On my machine, it appears that glXChooseVisual
- is only able to match double-buffered visuals. I want to have more
- bits of color resolution, so how do I render in single buffer mode?
-
- A: <from mjk@sgi.com (Mark Kilgard)>
-
- On mid- to low-end machines with double buffer hardware, you'll
- probably find you get twice as much color resolution using a single
- buffer visual. But if there is no hardware double buffering support,
- the double buffered and single buffered visuals are generally the
- same depth (the back buffer is "carved" out of software).
-
- Search again for a double buffered visual. If you find one,
- use it instead. Call glDrawBuffer(GL_FRONT) though to make sure
- you are drawing to the front buffer (the default for a double
- buffered visual is to draw into the back buffer).
-
- ------
- Subject: Q27: I've got a 24-bit machine, but my OpenGL windows
- are not using the full color resolution. What's wrong? My
- program looks fine on one machine, but the depth buffer doesn't work
- on another. What's wrong?
-
- A: <from mjk@sgi.com (Mark Kilgard) and woo@sgi.com (Mason Woo)>
-
- An unfortunate (but documented) semantic of glXChooseVisual is
- that if you don't request GLX_RED_SIZE, GLX_GREEN_SIZE, or
- GLX_BLUE_SIZE, glXChooseVisual assumes zero for these parameters
- which means pick the visual with the _smallest_ amount of red,
- green, and blue that matches the other visual attributes. Make
- sure you ask for at least 1 bit of GLX_RED_SIZE, GLX_GREEN_SIZE,
- and GLX_BLUE_SIZE. If these configuration parameters are
- non-zero, it matches the visual with the _largest_ amount of red,
- green, and blue with at least 1 bit of each (probably what you
- want).
-
- Similarly, if you don't request GLX_DEPTH_SIZE, you may get a
- visual with zero bits of depth buffer. Some systems may have few
- visuals available, and those visuals all have at least 1 bit of
- depth buffer. On other systems, there may be dozens of visuals
- available, some with zero bits for the depth buffer. In short,
- if hidden surface removal appears to fail, check to see if you
- have explicitly specified any bits of depth buffer you have requested.
- Also check to see what visual you have received.
-
- ------
- Subject: Q28: What information is available about OpenGL extensions?
-
- A: Examples of extensions include vertex arrays (calling several vertexes
- or related data, such as normals or colors, with a single function call),
- blending of constant colors, polygon offset (multiple coplanar polygons
- can be rendered without interaction),
-
- Procedure names and tokens for OpenGL extensions are either suffixed
- with EXT or a vendor-specific acronym: such as SGI for Silicon Graphics
- machines, or INGR for Intergraph. Also note that Silicon Graphics
- extensions to OpenGL are suffixed to indicate whether they will be
- available on all machines (SGI), on just a subset of machines (SGIS),
- or are very experimental and may become unavailable or completely
- changed (SGIX).
-
- Vendors are encouraged to add extension information to their
- documentation. For Silicon Graphics, extension information is
- summarized on the glIntro man page.
-
- ------
- Subject: Q29: How do I make shadows in OpenGL?
-
- A: There are no individual routines to control shadows nor
- an OpenGL state for shadows. However, code can be written
- to render shadows.
-
- <from woo@sgi.com (Mason Woo)>
-
- To project a shadow onto a flat plane (such as in the insect
- demo), draw the stippled object, flattened using matrix transformations.
- The easiest way to flatten an object is to use the scale function.
- For example, use glScalef(1., 0., 1.) to create from an infinite light
- shining straight down the y axis. A transformation matrix
- can be used to cast a shadow from an infinite or local light source
- in an arbitrary direction. See the article:
-
- Thant Tessman, "Casting Shadows on Flat Surfaces,"
- IRIS Universe, Winter, 1989.
-
- <from shreiner@sgi.com (Dave Shreiner)>
-
- Check out the fast shadow and projective texture multi-pass
- algorithms for producing realistic shadows using texture mapping.
- See the SIGGRAPH paper:
-
- Mark Segal, Carl Korobkin, et al.
- "Fast Shadows and Lighting Effects using Texture Mapping"
- 1992 SIGGRAPH Proceedings
-
-
-