OpenGLŪ is
a software interface for applications to generate interactive 2D and 3D computer
graphics. OpenGL is designed to be independent of operating system, window
system, and hardware operations, and it is supported by many vendors.
OpenGL is available on PCs, Macintosh and workstations.
OpenGL provides a wide range of graphics functions: from rendering a simple
geometric point, line, or filled polygon, to texture mapping NURBS curved
surfaces.
Geometric
primitives (points, lines, and polygons)
Raster
primitives (bitmaps and pixel rectangles)
RGBA or
color index mode
Display
list or immediate mode
Viewing
and modeling transformations
Hidden
Surface Removal (depth buffer)
Alpha
Blending (transparency)
Antialiasing
Texture
Mapping
Atmospheric
Effects (fog, smoke, and haze)
Polynomial
Evaluators (to support Non-uniform rational B-splines)
The OpenGL functions
described are provided on every OpenGL implementation to
make applications written with OpenGL easily portable between platforms. All
licensed OpenGL implementations are required to pass the Conformance Tests,
and come from a single specification and language binding document.
More information and the source of the sample implementation can be found
on the OpenGL Sample Implementation
Homepage.
Focus is a
simple 3D engine for Windows that is intended as a experimental engine for
testing various new techniques from Jacco Bikker ( Jacco.Bikker@HTA.nl ) aka
'The Phantom'.
EGLE ( Enhanced
OpenGl Engine ) is a 3D game engine by Phil Frisbie ( pfrisbie@geocities.com
).
Perspective
texture mapping.
MIP-mapping.
BSP, Z-Buffer
and z-sorting rendering.
Anti-aliasing.
32 bit
color support (RGBA).
Collision
detection.
Uses OpenGL
API (Mesa/3DFx) .
Support
for Quake level files.
ANSI C,
no C++ or Windows specific code. EGLE should compile on any system that
has OpenGL and GLUT.
More information,
screenshots and the source and binary can be found on the
EGLE Homepage.
Non-realtime
Engines
12.06.1995 SIPP
12.06.1995
SIPP (SImple
Polygon Processor) is a scanline z-buffer rendering library from Equivalent
Software HB. the authors are Jonas Yngvesson (jonas-y@isy.liu.se) and Inge
Wallin (ingwa@isy.liu.se).
Phong,
gouraud or flat shading.
Texture,
opacity and bump mapping.
Bezier
patches and polygons and object primitives.
Procedural
texure shaders.
Arbitrary
number of light sources.
Z-buffer
rendering.
Simple
anti-aliasing through oversampling.
Output
to Portable Pixmap format (ppm) or user-supplied functions.
C source
and good documentation.
The source can
be found on isy.liu.se
. There is also a version with TCL interface available at
ftp.uu.net.