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authorKenneth Russel <[email protected]>2005-05-27 22:28:10 +0000
committerKenneth Russel <[email protected]>2005-05-27 22:28:10 +0000
commite9f7f1bc099a9ce968f50d2c456dd76e6fec09a2 (patch)
tree36b6859c3b0cb858dc19399be33f280b2d3cc8a4 /www/index.html
parentec0ebca0a245b3e6f76f690198a658db21a3370c (diff)
Upgraded webstart binaries to 1.1 b12; updated HTML and JavaDoc; added
HDR demo git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/../svn-server-sync/jogl-demos/trunk@83 3298f667-5e0e-4b4a-8ed4-a3559d26a5f4
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@@ -335,6 +335,70 @@ documentation</a><br>
+ <div align="left"><font color="#ffffff"><strong>High Dynamic Range Rendering</strong></font></div>
+ </td>
+ </tr>
+ <tr>
+ <td valign="top" bgcolor="#ffffff">
+
+
+ <table border="0" cellpadding="5" cellspacing="1"
+ width="100%">
+ <tbody>
+ <tr>
+ <td width="25%"> <br>
+ </td>
+ <td width="45%"> <strong>Description</strong>
+ </td>
+ <td width="5%"><br>
+ </td>
+ <td width="25%"> <strong>Requirements</strong>
+ </td>
+ </tr>
+ <tr>
+ <td width="25%"> <a
+ href="https://jogl-demos.dev.java.net/webstart/HDR.jnlp">
+ <img src="hdr_sm.jpg" width="160" height="120"
+ alt="Launch High Dynamic Range Rendering demo">
+ </a> </td>
+ <td width="45%"> High Dynamic Range rendering demo utilizing 16-bit-per-channel floating-point pbuffers through NVidia, ATI or Apple extensions. Uses NVidia HILO or Apple or ATI floating point cubemaps. Intermediate results are rendered to floating-point pbuffers and tonemapped to 24-bit RGB before display. <a href="http://download.developer.nvidia.com/developer/SDK/Individual_Samples/DEMOS/OpenGL/hdr.zip">Original source code</a> supplied in NVidia's <a href="http://developer.nvidia.com/object/sdk_home.html">SDK</a>. This demo is known to work on Windows with suitable NVidia or ATI hardware, and on X11 platforms with suitable NVidia hardware (no floating-point pbuffer support is available on X11 from ATI as of this writing). The demo should run properly on Mac OS X soon pending some driver-level bug fixes.
+ </td>
+ <td width="5%"><br>
+ </td>
+ <td width="25%"> One of GL_NV_float_buffer, GL_ATI_texture_float, or GL_APPLE_float_pixels; ARB_multitexture; ARB_vertex_program; ARB_fragment_program</td>
+ </tr>
+ <tr>
+ </tr>
+
+
+ </tbody>
+
+ </table>
+ </td>
+ </tr>
+
+ </tbody>
+
+
+ </table>
+ </td>
+ </tr>
+
+ </tbody>
+</table>
+
+<table border="0" cellpadding="5" cellspacing="1" width="100%">
+ <tbody>
+ <tr>
+ <td>
+ <table bgcolor="#6E94B7" border="0" cellpadding="5"
+ cellspacing="1" width="100%">
+ <tbody>
+ <tr>
+ <td bgcolor="#6E94B7" valign="top">
+
+
+
<div align="left"><font color="#ffffff"><strong>Infinite Shadow
Volumes</strong></font></div>
</td>