3d Graphics Library in source engine for macos - opengl

what is the 3d Graphics Library in source engine for macos?(directx of opengl in half-life2)

DirectX is a proprietary API by Microsoft, it is available on MS Windows and XBox only. OpenGL is crossplatform and it is available on almost every platform.
Edit: Thanks #erjot for your input.

Related

OpenGL in Xamarin

I'm currently developing the cross-platform application for Android, iOS and UWP (Universal Windows Platform). I have found OpenGL examples for iOS and Android, but did not find any of them for UWP.
So, the question is, How can I use OpenGL in UWP applications?
OpenGL does not run out-of-the-box with the Universal Windows Platform. A solution to this is ANGLE that layers WebGL's subset of the OpenGL ES APIs over DirectX API calls.
Useful NuGet packages can be found here but I don't know how this can be implemented in a Xamarin project, if it can be implemented at all.

Implementation of OpenGL libraries

Who implement OpenGL libraries? (*.c files)
Whether there is cross-platform implementation of
the library, not dependent of drivers?
The GPU driver developers as part of their GPU drivers
Yes, but it will never be able to talk to GPUs and is limited to a software renderer: "Mesa llvmpipe" and "Mesa softpipe" are these implementations.
OpenGL is an open cross platform API STANDARD. The implementation is specific to the graphics card being used. On linux there is Mesa which was originally written as a software only implementation but is now used by Intel an AMD. Nvidia has its own solution.

OpenGL 1.5 or higher needed by exe file that uses cocos2d-x. How to make it work without video card?

I tried to build sample projects in cocos2d-x. When I run the exe files, there's a pop window that tells me that OpenGL 1.5 or higher is needed and I should update my drivers. Unfortunately my PC currently don't have video card. Can I upgrade the OpenGL version in my PC without buying a video card?
My PC currently uses IntelĀ® G33/G31 Express Chipset Family.
Install the Mesa 3D Graphics Library. From the mesa3d (dot) org website, "Mesa includes a special off-screen rendering interface called OSMesa. It's unique in that the interface has no dependencies on any operating system or window system. Mesa's off-screen rendering interface is quite simple. Documentation for it may be found in the Mesa README file and there is an example program in the Mesa distribution (demos/osdemo.c)."
I found out here that IntelĀ® G33/G31 Express Chipset Family can support of up to OpenGL 1.4 only. And the only solution to my problem is to buy a video card.

OpenNi Ogre3D integration using OpenGL

I just started to use OpenNI and Ogre3D for an animation application. I found the below sample for this integration: OpenNI Ogre Integration Sample. But I noticed that it is developed using DirectX which I am not familiar with. Are there other samples which are using OpenGL?
Ogre actually abstracts away all the rendering code - it can use both DirectX and OpenGL (I've used it with both OpenGL and OpenGLES in the past). You usually have a dialog on start-up that lets you choose between OpenGL and DirectX on windows, and if there's no log file, there usually is some config file which specifies which renderer to use.
Also, all the other samples provided with OpenNI with draw to the screen use OpenGL with GLUT.
This is the linux version of OpenNI Sinbad: https://github.com/ttair/TuxSinbad

Getting started with OpenGL ES 2.0 on Windows

This is a very specific questions about the steps necessary to Build a simple OpenGL ES 2.0 program on the Windows platform. The environment is Visual Studio with unmanaged C++.
I go to the Khronos.org site and, frankly, find it a bit opaque because it reads like something written by a standards body. I don't want to download a "reference" or a "specification", etc.
All I'm looking for are the links and steps to get me from A to B. In other words, "Download these files or run this setup at this URL. Create a new Visual studio project with references to these libraries. Include this header file."
Again, I'm interested in ES 2.0.
I have been using googles Angle Project. It converts opengles 2.0 to DirectX 9 calls for win32. It works fairly well and even has quite a few examples. Its also the BSD licence so anything you make you can use the source for your own projects.
After alot of digging around for the same thing. I found an emulator for openGL es 2 from PowerVR: http://www.imgtec.com/powervr/insider/sdkdownloads/index.asp
The AMD one linked above is no longer available or supported.
AMD bundle OpenGL ES with their normal Catalyst drivers (for Win & Lin).
You just need to use EGL to get OpenGL ES context! (And have to use headers/includes from AMD OpenGL ES SDK).
AMD users already have everything they need to run your app.
Every doc about EGL and OGL ES is valid.
It work on AMD only.
PS Yes it is different from OLD/DEPRECATED OpenGL ES emulator. Because it is native!!!
AMD now ship a desktop OpenGL ES 2.0 version with EGL library
http://developer.amd.com/tools/graphics-development/amd-opengl-es-sdk/
You can have a look at Angle Project which brings OpenGL ES to desktops. It works pretty good and not that hard to setup: http://code.google.com/p/angleproject/
OpenGL ES is not generally available for Desktop machines. It is intended for embedded systems, hence the name - ES: Embedded Systems.
There isn't a native implementation available (the ES stands for Embedded Systems after all), but you could try ATI's OpenGL ES Emulator.
edit: 3/3/12 It looks like AMD has discontinued their support of the simulator.