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Java Bindings for OpenGL - Demos
Overview

The JOGL-Demos project contains Java programming language demonstrations utilizing OpenGL through the JOGL API. Demonstrations exhibit advanced functionality such as vertex and fragment programs, shadow maps and hardware-accelerated offscreen rendering via pbuffers. Most of the demos were ported from C or C++, in which case a link to the original sources is provided.

The demos below require Java Web Start, which is included in J2SE 1.4.2; click the images to launch the demos. Where there are no hardware or operating system requirements listed, the demos run on any vendor's graphics card and on any of Solaris/SPARC, Linux/x86, Windows/x86, and Macintosh OS X 10.3.

The source code for these demonstrations is available via CVS.

Useful Links
Downloads
Grand Canyon Demo

Description
Requirements
Launch Grand Canyon demo A flight simulator written in the Java programming language using the New I/O APIs and OpenGL to visualize a large terrain data set in real time. Related article, including source code, on the Swing Connection.
None
Hardware Shadow Mapping

Description
Requirements
Launch Hardware Shadow Mapping demo Shadowing demo using projective texture technique of hardware shadow maps. Original source code by NVidia.
Pbuffer support, ARB_shadow, ARB_depth_texture
Infinite Shadow Volumes

Description
Requirements
Launch Infinite Shadow Volumes demo Shadowing demo using geometric technique of infinite shadow volumes. Original source code by NVidia.
None
JRefract

Description
Requirements
Launch JRefract demo Variant of NVidia's vtxprog_refract demo showcasing JOGL's hardware-accelerated Swing component. Original source code supplied in NVidia's SDK.
pbuffer support, ARB_vertex_program
Vertex Program Warp

Description
Requirements
Launch Vertex Prog Warp demo Geometrical deformations performed on the graphics card using vertex programs. Original source code supplied in NVidia's SDK.
ARB_vertex_program
Vertex Program Refract

Description
Requirements
Launch Vertex Prog Refract demo Real-time reflection and refraction with chromatic aberration using vertex and fragment programs. Original source code by NVidia.
ARB_vertex_program and either ARB_fragment_program or NV_register_combiners
Procedural Texture Physics

Description
Requirements
Launch Procedural Texture Physics demo Runs a physics-based water simulation entirely on the graphics card using vertex programs, fragment programs and pbuffers. Original source code supplied in NVidia's SDK.

Pbuffer support, ARB_vertex_program, ARB_fragment_program
Gears

Description
Requirements
Launch Gears demo Classic OpenGL demo. Original source code by Brian Paul; converted to Java by Ron Cemer and Sven Goethel.
None
Vertex Buffer Object

Description
Requirements
Launch Vertex Buffer Object demo Demonstrates high-throughput dynamic geometry using ARB_vertex_buffer_object extension. Original source code supplied in NVidia's SDK; ported both to Java/JOGL and ARB_vertex_buffer_object extension.
ARB_vertex_buffer_object
Vertex Array Range

Description
Requirements
Launch Vertex Array Range demo Demonstrates high-throughput dynamic geometry using NVidia vertex_array_range extension. Original source code supplied in NVidia's SDK.
NVidia GeForce series card; Windows or Linux (JOGL's vertex_array_range support not yet ported to Mac OS X)