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  2. Java Bindings for OpenGL - Wikipedia

    en.wikipedia.org/wiki/Java_Bindings_for_OpenGL

    Please help improve the article by adding descriptive text and removing less pertinent examples. ( August 2010 ) Java Binding for the OpenGL API is a JSR API specification (JSR 231) for the Java Platform, Standard Edition which allows to use OpenGL on the Java (software platform) . [ 1 ]

  3. Java OpenGL - Wikipedia

    en.wikipedia.org/wiki/Java_OpenGL

    Java OpenGL (JOGL) is a wrapper library that allows OpenGL to be used in the Java programming language. [ 1 ] [ 2 ] It was originally developed by Kenneth Bradley Russell and Christopher John Kline, and was further developed by the Game Technology Group at Sun Microsystems .

  4. Graphics pipeline - Wikipedia

    en.wikipedia.org/wiki/Graphics_pipeline

    The computer graphics pipeline, also known as the rendering pipeline, or graphics pipeline, is a framework within computer graphics that outlines the necessary procedures for transforming a three-dimensional (3D) scene into a two-dimensional (2D) representation on a screen. [1]

  5. Real-time computer graphics - Wikipedia

    en.wikipedia.org/wiki/Real-time_computer_graphics

    The graphics rendering pipeline ("rendering pipeline" or simply "pipeline") is the foundation of real-time graphics. [4] Its main function is to render a two-dimensional image in relation to a virtual camera, three-dimensional objects (an object that has width, length, and depth), light sources, lighting models, textures and more.

  6. Java 3D - Wikipedia

    en.wikipedia.org/wiki/Java_3D

    Java 3D is a scene graph-based 3D application programming interface (API) for the Java platform. It runs on top of either OpenGL or Direct3D until version 1.6.0, which runs on top of Java OpenGL (JOGL). Since version 1.2, Java 3D has been developed under the Java Community Process. A Java 3D scene graph is a directed acyclic graph (DAG).

  7. Multiple Render Targets - Wikipedia

    en.wikipedia.org/wiki/Multiple_Render_Targets

    In the field of 3D computer graphics, Multiple Render Targets, or MRT, is a feature of modern graphics processing units (GPUs) that allows the programmable rendering pipeline to render images to multiple render target textures at once. These textures can then be used as inputs to other shaders or as texture maps applied to 3D models.

  8. Immediate mode (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Immediate_mode_(computer...

    This method provides on the one hand a maximum of control and flexibility to the application program, but on the other hand it also generates continuous work load on the CPU. Schematic explanation of a retained mode graphics API in contrast. Examples of immediate mode rendering systems include Direct2D, [1] OpenGL [3] and Quartz. [4]

  9. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    OpenGL Shading Language (GLSL) is a high-level shading language with a syntax based on the C programming language. It was created by the OpenGL ARB (OpenGL Architecture Review Board) to give developers more direct control of the graphics pipeline without having to use ARB assembly language or hardware-specific languages.