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  2. id Tech 3 - Wikipedia

    en.wikipedia.org/wiki/Id_Tech_3

    id Tech 3, popularly known as the Quake III Arena engine, is a game engine developed by id Software for its 1999 game Quake III Arena. It has subsequently been used in numerous games. Commercially, id Tech 3 competed with early versions of the Unreal Engine; both were widely licensed. Originally proprietary, it is now open-source software. id ...

  3. Vertex buffer object - Wikipedia

    en.wikipedia.org/wiki/Vertex_buffer_object

    Deletes the specified number of VBOs from the supplied array or VBO id. In OpenGL 2.1, [3] OpenGL 3.x [4] and OpenGL 4.x: [5] glGenBuffers(sizei n, uint *buffers) Generates a new VBO and returns its ID number as an unsigned integer. Id 0 is reserved. glBindBuffer(enum target, uint buffer) Use a previously created buffer as the active VBO.

  4. OpenGL - Wikipedia

    en.wikipedia.org/wiki/OpenGL

    OpenGL (Open Graphics Library [4]) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics.The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.

  5. Java OpenGL - Wikipedia

    en.wikipedia.org/wiki/Java_OpenGL

    Java OpenGL (JOGL) is a wrapper library that allows OpenGL to be used in the Java programming language. [ 1 ] [ 2 ] It was originally developed by Kenneth Bradley Russell and Christopher John Kline, and was further developed by the Game Technology Group at Sun Microsystems .

  6. id Tech - Wikipedia

    en.wikipedia.org/wiki/Id_Tech

    id Tech 3 was updated with the 2001 release of Return to Castle Wolfenstein, which included a single-player scripting system. id Tech 3 was also used to power the first Call of Duty title in 2003, ultimately spawning the IW engine. It was also used for Wolfenstein: Enemy Territory. The source code was released on 12 August 2010 under GPL-3.0-or ...

  7. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    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:

  8. OpenGL Utility Library - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Utility_Library

    The OpenGL Utility Library (GLU) is a computer graphics library for OpenGL. It consists of a number of functions that use the base OpenGL library to provide higher-level drawing routines from the more primitive routines that OpenGL provides. It is usually distributed with the base OpenGL package.

  9. Direct Rendering Infrastructure - Wikipedia

    en.wikipedia.org/wiki/Direct_Rendering...

    Rendering calculations are outsourced over OpenGL to the GPU to be done in real-time. The DRI regulates access and book-keeping. The Direct Rendering Infrastructure ( DRI ) is the framework comprising the modern Linux graphics stack which allows unprivileged user-space programs to issue commands to graphics hardware without conflicting with ...