Category Archives: OpenGL

Quick Review – GPU Caps Viewer

GPU Caps Viewer is the new I worked on these last days. It’s the successor of HardwareInfos. GPU Caps Viewer is based on the branch v3.x of the oZone3D engine (while HardwareInfos is an oZone3D v.2.x branch based tool). In … Continue reading

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NVIDIA OpenGL Extension Specifications

Finally NVIDIA releases the specs of the new OpenGL extensions that come with the gf8800. Great news! :thumbup: These specs are very important for us, poor graphics developers, in order to update our software with the latest cool features. So … Continue reading

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Soft Shadows are Great!

I’ve just finihed to implement soft-shadows in the new oZone3D Engine. And I must say that soft shadows bring a huge amount of realism and credibility to 3d scenes. See for yourself: The oZone3D tech demo is available here: Soft … Continue reading

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ATI and Depth Map Filtering

I’ve just found in the super paper of ATI, called “ATI OpenGL Programming and Optimization Guide” that all ATI GPUs from the R300 (Radeon 9700) to the latest R580 (Radeon X1900) only support NEAREST (and the mipmap version) filtering for … Continue reading

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Depth Map Filtering – ATI vs NVIDIA

Really ATI has some problems with OpenGL. Now I’m working on soft shadows and my tmp devstation has a Radeon X700 (not the top-notch I know but an enough powerful CG). With my X700 (Catalyst 6.6) the soft shadow edges … Continue reading

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NPOT Textures

It’s nice to come back to code! I’m currently working on a new and simple framework for my OpenGL experimentations before implementing the algorithms in the oZone3D Engine . RaptorGL is a little bit too heavy for simple tests so … Continue reading

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ATI X1900XTX and VTF

I’ve just received an email from an user saying that he was’nt able to run the demos of the Vertex Displacement Mapping Tutorial on his brand new Radeon X1900XTX. VTF or Vertex Texture Fetching is a cool feature of high-end … Continue reading

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