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  2. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    The set of APIs used to compile, link, and pass parameters to GLSL programs are specified in three OpenGL extensions, and became part of core OpenGL as of OpenGL Version 2.0. The API was expanded with geometry shaders in OpenGL 3.2, tessellation shaders in OpenGL 4.0 and compute shaders in OpenGL 4.3. These OpenGL APIs are found in the extensions:

  3. Java Bindings for OpenGL - Wikipedia

    en.wikipedia.org/wiki/Java_Bindings_for_OpenGL

    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] There is also Java Binding for the OpenGL ES API (JSR 239) for the Java Platform, Micro Edition .

  4. Java OpenGL - Wikipedia

    en.wikipedia.org/wiki/Java_OpenGL

    The 2.5.0 version is the reference implementation for JSR-231 (Java Bindings for OpenGL). [5] The 1.1.1 release gave limited access to GLU NURBS, providing rendering of curved lines and surfaces via the traditional GLU APIs. The 2.3.2 release added support for OpenGL versions up to 4.5, and OpenGL ES versions up to 3.2.

  5. 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).

  6. LWJGL - Wikipedia

    en.wikipedia.org/wiki/LWJGL

    The Lightweight Java Game Library (LWJGL) is an open-source software library that provides bindings to a variety of C libraries for video game developers to Java. It exposes cross-platform libraries commonly used in developing video games and multimedia titles, such as Vulkan , OpenGL , OpenAL and OpenCL .

  7. Blinn–Phong reflection model - Wikipedia

    en.wikipedia.org/wiki/Blinn–Phong_reflection_model

    The Blinn–Phong reflection model, also called the modified Phong reflection model, is a modification developed by Jim Blinn to the Phong reflection model. [1]Blinn–Phong is a shading model used in OpenGL and Direct3D's fixed-function pipeline (before Direct3D 10 and OpenGL 3.1), and is carried out on each vertex as it passes down the graphics pipeline; pixel values between vertices are ...

  8. Jake2 - Wikipedia

    en.wikipedia.org/wiki/Jake2

    Jake2 is a full-Java application. It can use Java OpenGL / Java OpenAL or LWJGL for its internal Java low-level OpenGL library. Both single and multiplayer modes of Quake II are working, and it is possible to use it both as an installed application or by Java Web Start. The performance of Jake2 is on par with the original C version. [13]

  9. High-Level Shader Language - Wikipedia

    en.wikipedia.org/wiki/High-Level_Shader_Language

    The High-Level Shader Language [1] or High-Level Shading Language [2] (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher.