https://truegfil603.weebly.com/sdfsdf-mac-os.html. The JOGL-Demos project contains Java programming language demonstrations utilizing OpenGL through the JOGL API. https://picstorrent.mystrikingly.com/blog/songs-and-flowers-mac-os. Demonstrations exhibit advanced functionality such as vertex and fragment programs, shadow maps and hardware-accelerated offscreen rendering via pbuffers. Some 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 >= 1.5; 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/x86, Linux/x86, Windows/x86, and Macintosh OS X 10.5.
Applets using JOGL can be deployed without signing your own code and without manual installation of any software on the end user's machine:
- JOGL Applet Tests (next version)
- NApplet w/ AWT: Gears, Gears w/ JOAL
- NApplet w/ NEWT'sApplet Runner:
- JNLP Applet: Gears, Gears w/ JOAL
- Plain test page (next version)
Quick Version Info: Current [ NApplet, Application ], Next [ NApplet, Application ]. The starry fight. mac os. The moon dash rhythm (work in progress!!) mac os.
The source code for these demonstrations is available via GIT.
Fairy meltdown mac os.
| Description |
| Requirements | Classic OpenGL demo. Original source code by Brian Paul; converted to Java by Ron Cemer and Sven Goethel. |
| None |
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Hardware Shadow Mapping |
| Description |
| Requirements | Shadowing demo using projective texture technique of hardware shadow maps. Original source code by NVidia. |
| Pbuffer support, ARB_shadow, ARB_depth_texture |
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| Description |
| Requirements | 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. Original source code supplied in NVidia's SDK. 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. |
| One of GL_NV_float_buffer, GL_ATI_texture_float, or GL_APPLE_float_pixels; ARB_multitexture; ARB_vertex_program; ARB_fragment_program |
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Infinite Shadow Volumes |
| Description |
| Requirements | Shadowing demo using geometric technique of infinite shadow volumes. Original source code by NVidia. |
| None |
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| Description |
| Requirements | Variant of NVidia's vtxprog_refract demo showcasing JOGL's hardware-accelerated Swing component. Original source code supplied in NVidia's SDK. If running on Java SE 6 (Mustang), try the fully OpenGL-accelerated version of this demo using the new Java2D/JOGL interoperability support! |
| pbuffer support, ARB_vertex_program |
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Particle Engine |
| Description |
| Requirements | Particle engine demo controlling a set of animated particles with a Swing UI. Contributed by Ben Chappell. |
| None |
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| Description |
| Requirements | A simple test of JOGL's new TextRenderer utility class, with text overlaid on the Gears demo. |
| None |
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Flying Text |
| Description |
| Requirements | A more advanced demo of the TextRenderer, showing animated and colored text with drop shadows. |
| None |
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| Description |
| Requirements | A more advanced demo of the TextRenderer, showing the use of a custom RenderDelegate to achieve fancy Java 2D-based font effects. |
| None |
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A Shadows Reflection Demo Mac Os X
Text Flow |
| Description |
| Requirements | Shows how to use the TextRenderer to draw dynamically flowing text in OpenGL. |
| None |
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A Shadows Reflection Demo Mac Os Catalina
| Description |
| Requirements | Shows how to use the TextRenderer to draw 2D text in 3D. |
| None |
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Vertex Program Warp |
| Description |
| Requirements | Geometrical deformations performed on the graphics card using vertex programs. Original source code supplied in NVidia's SDK. |
| ARB_vertex_program |
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| Description |
| Requirements | 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 |
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A Shadows Reflection Demo Mac Os Download
Water (Procedural Texture Physics) |
| Description |
| Requirements | 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.
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| Pbuffer support, ARB_vertex_program, ARB_fragment_program |
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A Shadows Reflection Demo Mac Os 11
| Description |
| Requirements | 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 |
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