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The set of APIs used to compile, link, and pass parameters to GLSL programs are specified in three OpenGL extensions, and became part of core OpenGL as of OpenGL Version 2.0. The API was expanded with geometry shaders in OpenGL 3.2, tessellation shaders in OpenGL 4.0 and compute shaders in OpenGL 4.3. These OpenGL APIs are found in the extensions:
Custom, free non-commercial use FPS engine; 2.5D, 2D grid base geometry Buildbox: C++: 2014 Optional Yes 2D, 3D Windows, macOS, iOS, Android: Proprietary: 2D/3D game builder with drag and drop functionalities, coding optional (not required), FREE license available C4 Engine: C++: 2015 C++, Visual Script: Yes 3D
For example: Create an FBO and bind it. Attach the color buffer (either as a RenderBuffer or a texture) to the FBO. Attach the depth buffer (either as a RenderBuffer or a texture) to the FBO. Bind the native window FrameBuffer (id=0) Render the texture to screen with a pixel shader, dependent on both the Color information and depth information.
A procedural image made in Shadertoy with distance fields, modeled, shaded, lit and rendered in realtime. Shadertoy is an online community and platform for computer graphics professionals, academics [1] and enthusiasts who share, learn and experiment with rendering techniques and procedural art through GLSL code.
Support for OpenGL, from 1.1 through 2.0 including the latest extensions Tightly coupled support for OpenGL Shading Language, developed in conjunction with 3Dlabs Support for a wide range of 2D image and 3D database formats, with loaders available for formats such as OpenFlight , TerraPage , OBJ , 3DS , JPEG , PNG and GeoTIFF
The ARB and Nvidia established a number of OpenGL extensions to standardize GPU programming: [1] EXT_texture_env_combine - provided a programmable method of combining textures. NV_register_combiners - GeForce 256; NV_vertex_program - GeForce 3; NV_texture_shader - GeForce 3; NV_texture_shader3 - GeForce 4; NV_vertex_program2 - GeForce FX
Allegro is a software library for video game development. [3] [4] [5] The functionality of the library includes support for basic 2D graphics, image manipulation, text output, audio output, MIDI music, input and timers, as well as additional routines for fixed-point and floating-point matrix arithmetic, Unicode strings, file system access, file manipulation, data files, and 3D graphics.
Version 3.0, released in 2011, has a new and powerful asset pipeline, combining enhanced versions of the already robust exporters, with a powerful processing tool to generate optimized assets for each platform. Also new is the rewritten level editor, which permits a far more data-driven approach to authoring games using PhyreEngine.