diff options
-rw-r--r-- | doc/readme.html | 15 | ||||
-rwxr-xr-x | www/Water.zip | bin | 0 -> 3570261 bytes | |||
-rw-r--r-- | www/index.html | 49 | ||||
-rwxr-xr-x | www/learning_VAR_src.zip | bin | 0 -> 77574 bytes | |||
-rwxr-xr-x | www/vtxprog_warp.zip | bin | 0 -> 1281696 bytes |
5 files changed, 28 insertions, 36 deletions
diff --git a/doc/readme.html b/doc/readme.html index 50e184a..5e075bc 100644 --- a/doc/readme.html +++ b/doc/readme.html @@ -58,7 +58,7 @@ requirements: <TR> <TD> demos.hwShadowmapsSimple.HWShadowmapsSimple - <TD> NVidia GeForce 3 or better. + <TD> Pbuffer support, ARB_shadow, ARB_depth_texture <TR> <TD> demos.infiniteShadowVolumes.InfiniteShadowVolumes @@ -66,8 +66,7 @@ requirements: <TR> <TD> demos.proceduralTexturePhysics.ProceduralTexturePhysics - <TD> NVidia GeForce 3 or better. - (uses NV_vertex_program, NV_texture_shader and NV_register_combiners) + <TD> ARB_vertex_program, ARB_fragment_program <TR> <TD> demos.vertexArrayRange.VertexArrayRange @@ -75,14 +74,16 @@ requirements: vertex_array_range support not yet ported to Mac OS X). <TR> + <TD> demos.vertexBufferObject.VertexBufferObject + <TD> ARB_vertex_buffer_object + +<TR> <TD> demos.vertexProgRefract.VertexProgRefract - <TD> NVidia GeForce 2 or better (uses NV_register_combiners). Runs - on Windows, Linux, and Mac OS X. + <TD> ARB_vertex_program and either ARB_fragment_program or NV_register_combiners <TR> <TD> demos.vertexProgWarp.VertexProgWarp - <TD> Any card supporting ARB_vertex_program. Runs on Windows, Linux, - and Mac OS X. + <TD> ARB_vertex_program </TABLE> diff --git a/www/Water.zip b/www/Water.zip Binary files differnew file mode 100755 index 0000000..656adb8 --- /dev/null +++ b/www/Water.zip diff --git a/www/index.html b/www/index.html index 10e785c..4e95a7f 100644 --- a/www/index.html +++ b/www/index.html @@ -64,9 +64,9 @@ <p>The JOGL-Demos project contains Java programming language demonstrations utilizing OpenGL through the JOGL API. Demonstrations exhibit - advanced functionality such as vertex programs, shadow maps and hardware-accelerated + 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.<br> +C or C++, in which case a link to the original sources is provided.<br> </p> @@ -76,8 +76,7 @@ C or C++; in which case a link to the original sources is provided.<br> is included in <a href="http://java.sun.com/j2se/1.4.2/">J2SE 1.4.2</a>; 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 -Developer Preview 1.<br> +and on any of Solaris/SPARC, Linux/x86, Windows/x86, and Macintosh OS X 10.3.<br> </p> @@ -238,15 +237,12 @@ documentation</a><br> alt="Launch Hardware Shadow Mapping demo"> </a> </td> <td width="45%"> Shadowing demo using projective - texture technique of hardware shadow maps. Original source code supplied - in NVidia's <a - href="http://developer.nvidia.com/view.asp?IO=cg_toolkit">Cg Toolkit</a>. + texture technique of hardware shadow maps. <a + href="http://download.nvidia.com/developer/SDK/Individual_Samples/DEMOS/OpenGL/hw_shadowmaps_simple.zip">Original source code</a> by NVidia. </td> <td width="5%"><br> </td> - <td width="25%"> NVidia GeForce 3 or better; Windows - or Linux operating systems (pbuffer support not yet -exposed in JOGL on Mac OS X) </td> + <td width="25%"> Pbuffer support, ARB_shadow, ARB_depth_texture</td> </tr> <tr> </tr> @@ -309,7 +305,7 @@ exposed in JOGL on Mac OS X) </td> </a> </td> <td width="45%"> Shadowing demo using geometric technique of infinite shadow volumes. <a - href="http://developer.nvidia.com/view.asp?IO=inf_shadow_volumes">Original + href="http://developer.nvidia.com/object/inf_shadow_volumes.html">Original source code</a> by NVidia.</td> <td width="5%"><br> </td> @@ -375,12 +371,12 @@ technique of infinite shadow volumes. <a alt="Launch Vertex Prog Warp demo"> </a> </td> <td width="45%">Geometrical deformations performed on the -graphics card using ARB_vertex_program. <a - href="http://developer.nvidia.com/view.asp?IO=vertexprogram_deformation">Original - source code</a> by NVidia.</td> +graphics card using vertex programs. <a + href="vtxprog_warp.zip">Original + source code</a> supplied in NVidia's <a href="http://developer.nvidia.com/object/sdk_home.html">SDK</a>.</td> <td width="5%"><br> </td> - <td width="25%">Any card with ARB_vertex_program support</td> + <td width="25%">ARB_vertex_program</td> </tr> <tr> </tr> @@ -442,12 +438,12 @@ graphics card using ARB_vertex_program. <a alt="Launch Vertex Prog Refract demo"> </a> </td> <td width="45%">Real-time reflection and refraction with -chromatic aberration using ARB_vertex_program and register combiners. <a - href="http://developer.nvidia.com/view.asp?IO=vertexprogram_refraction">Original +chromatic aberration using vertex and fragment programs. <a + href="http://download.nvidia.com/developer/SDK/Individual_Samples/DEMOS/OpenGL/dispersion.zip">Original source code</a> by NVidia.</td> <td width="5%"><br> </td> - <td width="25%">NVidia GeForce 2 or better</td> + <td width="25%">ARB_vertex_program and either ARB_fragment_program or NV_register_combiners</td> </tr> <tr> </tr> @@ -509,16 +505,13 @@ chromatic aberration using ARB_vertex_program and register combiners. <a alt="Launch Procedural Texture Physics demo"> </a> </td> <td width="45%">Runs a physics-based water simulation entirely - on the graphics card using register combiners, texture shaders and pbuffers. + on the graphics card using vertex programs, fragment programs and pbuffers. <a - href="http://developer.nvidia.com/view.asp?IO=ogl_dynamic_bumpreflection">Original - source code</a> by NVidia.<br> + href="Water.zip">Original source code</a> supplied in NVidia's <a href="http://developer.nvidia.com/object/sdk_home.html">SDK</a>.<br> </td> <td width="5%"><br> </td> - <td width="25%">NVidia GeForce 3 or better; Windows or Linux - operating systems (pbuffer support not yet exposed in JOGL on -Mac OS X) </td> + <td width="25%">ARB_vertex_program, ARB_fragment_program</td> </tr> <tr> </tr> @@ -644,11 +637,10 @@ by Brian Paul; converted to Java by Ron Cemer and Sven Goethel. </a> </td> <td width="45%">Demonstrates high-throughput dynamic geometry using ARB_vertex_buffer_object extension. <a - href="http://developer.nvidia.com/view.asp?IO=vardemo">Original source code</a> -by NVidia; ported both to Java/JOGL and ARB_vertex_buffer_object extension. </td> + href="learning_VAR_src.zip">Original source code</a> supplied in NVidia's <a href="http://developer.nvidia.com/object/sdk_home.html">SDK</a>; ported both to Java/JOGL and ARB_vertex_buffer_object extension. </td> <td width="5%"><br> </td> - <td width="25%">Any card supporting the ARB_vertex_buffer_object extension</td> + <td width="25%">ARB_vertex_buffer_object</td> </tr> <tr> </tr> @@ -710,8 +702,7 @@ by NVidia; ported both to Java/JOGL and ARB_vertex_buffer_object extension. </td </a> </td> <td width="45%">Demonstrates high-throughput dynamic geometry using NVidia vertex_array_range extension. <a - href="http://developer.nvidia.com/view.asp?IO=vardemo">Original source code</a> -by NVidia. </td> + href="learning_VAR_src.zip">Original source code</a> supplied in NVidia's <a href="http://developer.nvidia.com/object/sdk_home.html">SDK</a>. </td> <td width="5%"><br> </td> <td width="25%">NVidia GeForce series card; Windows or Linux diff --git a/www/learning_VAR_src.zip b/www/learning_VAR_src.zip Binary files differnew file mode 100755 index 0000000..93f3a04 --- /dev/null +++ b/www/learning_VAR_src.zip diff --git a/www/vtxprog_warp.zip b/www/vtxprog_warp.zip Binary files differnew file mode 100755 index 0000000..ec8d655 --- /dev/null +++ b/www/vtxprog_warp.zip |