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-rw-r--r--doc/readme.html15
-rwxr-xr-xwww/Water.zipbin0 -> 3570261 bytes
-rw-r--r--www/index.html49
-rwxr-xr-xwww/learning_VAR_src.zipbin0 -> 77574 bytes
-rwxr-xr-xwww/vtxprog_warp.zipbin0 -> 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
new file mode 100755
index 0000000..656adb8
--- /dev/null
+++ b/www/Water.zip
Binary files differ
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
new file mode 100755
index 0000000..93f3a04
--- /dev/null
+++ b/www/learning_VAR_src.zip
Binary files differ
diff --git a/www/vtxprog_warp.zip b/www/vtxprog_warp.zip
new file mode 100755
index 0000000..ec8d655
--- /dev/null
+++ b/www/vtxprog_warp.zip
Binary files differ