It will include extensions to OpenGL that handle compositing of multiple graphics and video streams will make it easier to enable the direct implementation of mixing 2D, 3D, audio, and video data to create dazzling effects in authored content. Other OpenGL extensions will relate to enabling high quality rendered output. This is mainly a stabilization version to fix a number of game issues and to optimized features. The technique is multi-pass and is very scalable in terms of the number of passes required based on the type of lighting, number of lights, and extensions available. This is the authors thesis.
Source code is provided.
Hardware bump mapping on GeForce and Quadro using OpenGl extensions. Demos and source. The GPU bump-mapping technique supports ambient, diffuse, and specular lighting contributions on a decalled from a directional or positional light source, including a local viewer specular model. Demo using skinned polygonal models for Quake II . Demo for Quake III .