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  • OpenGL
  • OpenGL
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  • OpenGL é uma API Gráfica usada tanto em jogos como em outros assuntos relacionados com 3D. Tambem pode ser usado com a SDL. É uma plataforma que permite a sua portabilidade entre vários sistemas, desde Windows, Linux e Mac a várias consolas.
  • OpenGL é uma API Gráfica usada tanto em jogos como em outros assuntos relacionados com 3D. Tambem pode ser usado com a SDL. É uma plataforma que permite a sua portabilidade entre vários sistemas, desde Windows, Linux e Mac a várias consolas.
  • OpenGL (Open Graphics Library) is a proprietary cross-platform API used to render/display 3D graphics. Second Life uses OpenGL for its 3D graphics.
  • GLUT will not be used for the most part. The main features, window creation/management and the event loop, run counter to the intended use of OpenGL. Much of the functionality would have to be implemented manually (in lisp). The main philosophy of sawfish is to have policy and control done all in lisp code such things conflict with this approach. A direct mapping of the C api may not be the best implantation. Either a subset or an adaptation.
  • OpenGL is a rendering 2p895y98134y regahhn7//== don't know what it's called oh.. engine.
  • At its most basic level, OpenGL is a specification, meaning it is simply a document that describes a set of functions and the precise behaviours that they must perform. From this specification, hardware vendors create implementations — libraries of functions created to match the functions stated in the OpenGL specification, making use of hardware acceleration where possible. Hardware vendors have to meet specific tests to be able to qualify their implementation as an OpenGL implementation.
  • OpenGL (Open Graphics Library) is a specification defining a cross-language cross-platform API for writing applications that produce 3D computer graphics (and 2D computer graphics as well). The interface consists of about 250 different function calls which can be used to draw complex three-dimensional scenes from simple primitives. It is very popular in the video games industry where it competes with Direct3D (on Microsoft Windows) (see Direct3D vs. OpenGL). OpenGL is used in CAD, virtual reality, scientific visualisation programs, information visualisation and video game development
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abstract
  • OpenGL é uma API Gráfica usada tanto em jogos como em outros assuntos relacionados com 3D. Tambem pode ser usado com a SDL. É uma plataforma que permite a sua portabilidade entre vários sistemas, desde Windows, Linux e Mac a várias consolas.
  • OpenGL é uma API Gráfica usada tanto em jogos como em outros assuntos relacionados com 3D. Tambem pode ser usado com a SDL. É uma plataforma que permite a sua portabilidade entre vários sistemas, desde Windows, Linux e Mac a várias consolas.
  • OpenGL (Open Graphics Library) is a specification defining a cross-language cross-platform API for writing applications that produce 3D computer graphics (and 2D computer graphics as well). The interface consists of about 250 different function calls which can be used to draw complex three-dimensional scenes from simple primitives. It is very popular in the video games industry where it competes with Direct3D (on Microsoft Windows) (see Direct3D vs. OpenGL). OpenGL is used in CAD, virtual reality, scientific visualisation programs, information visualisation and video game development Apple Inc. implemented the usage of OpenGL beginning with Mac OS X1.0. Efficient implementations of OpenGL (leveraging graphics acceleration hardware to a greater or lesser extent) exist for Windows, many Unix platforms, and Mac OS. These implementations are generally provided by display device manufacturers and rely heavily on the hardware provided by that manufacturer. The open source library Mesa is a fully software-based graphics API which is code-compatible with OpenGL. However, for licensing reasons it claims merely to be a "very similar" API. The OpenGL specification is overseen by the OpenGL Architecture Review Board (ARB), which was formed in 1992. The ARB consists of a set of companies with a vested interest in creating a consistent and widely available API. According to the official OpenGL website, voting members of the ARB as of November 2004 include 3Dlabs, Apple Inc., ATI Technologies, Dell, Inc., Evans & Sutherland, Hewlett-Packard, IBM, Intel, Matrox, Nvidia, SGI and Sun Microsystems. (Microsoft, one of the founding members, left in March 2003.)
  • OpenGL (Open Graphics Library) is a proprietary cross-platform API used to render/display 3D graphics. Second Life uses OpenGL for its 3D graphics.
  • At its most basic level, OpenGL is a specification, meaning it is simply a document that describes a set of functions and the precise behaviours that they must perform. From this specification, hardware vendors create implementations — libraries of functions created to match the functions stated in the OpenGL specification, making use of hardware acceleration where possible. Hardware vendors have to meet specific tests to be able to qualify their implementation as an OpenGL implementation. Efficient vendor-supplied implementations of OpenGL (leveraging graphics acceleration hardware to a greater or lesser extent) exist for Windows, Linux, many Unix platforms, the PlayStation 3, and Mac OS X. Various software implementations exist, bringing OpenGL to a variety of platforms that do not have vendor support. Notably, the open source library Mesa is a fully software-based graphics API which is code-compatible with OpenGL. However to avoid licensing costs associated with formally calling itself an OpenGL implementation, it claims merely to be a "very similar" API. The OpenGL specification is currently overseen by the OpenGL Architecture Review Board (ARB), which was formed in 1992. The ARB consists of a set of companies with a vested interest in creating a consistent and widely available API. Voting members of the ARB as of April 2006 include 3D hardware manufacturers SGI, 3Dlabs, ATI Technologies, NVIDIA and Intel, and computer manufacturers IBM, Apple Computer, Dell, and Sun Microsystems. Microsoft, one of the founding members, left in March 2003. Aside from these corporations, each year many other companies are invited to be part of the OpenGL ARB for one-year terms. With so many companies involved with such a diverse set of interests, OpenGL has become very much a general-purpose API with a wide range of capabilities. According to current plans, control of OpenGL will pass to the Khronos Group by the end of 2006. This is being done in order to improve the marketing of OpenGL, and to remove barriers between the development of OpenGL and OpenGL ES. Kurt Akeley and Mark Segal authored the original OpenGL specification. Chris Frazier edited version 1.1. Jon Leech edited versions 1.2 through the present version 2.0.
  • GLUT will not be used for the most part. The main features, window creation/management and the event loop, run counter to the intended use of OpenGL. Much of the functionality would have to be implemented manually (in lisp). The main philosophy of sawfish is to have policy and control done all in lisp code such things conflict with this approach. A direct mapping of the C api may not be the best implantation. Either a subset or an adaptation.
  • OpenGL is a rendering 2p895y98134y regahhn7//== don't know what it's called oh.. engine.