The new stereo demo implements several methods of 3D rendering such as red/cyan anaglyphs. It shows the use of view plane cameras and mixing OpenGL calls with Quesa. The user interface is Mac only, but the techniques are applicable to Windows as well.
The OpenGL renderer now supports a new kind of style object to set the width in pixels of geometries such as lines and edge-filled meshes.
Quesa's wiki has a new page describing several advanced rendering techniques: Shadows, per-pixel lighting, and full-screen antialiasing. See: http://quesa.wiki.sourceforge.net/OpenGL+Rendering+Effects
The Quesa 3D graphics engine has been updated to version 2.0. This update introduces a new OpenGL renderer that supports shadows and per-pixel lighting. Other changes include improved 3DS file format support and improved Mac Cocoa support.
Source and binary packages for Mac OS X and Windows are available for download. Source is also available by CVS.
The Quesa OpenGL renderer now has an option to render shadows. It produces sharp-edged shadows from any directional, spot, or point light that has its cast-shadows flag set to kQ3True. It respects the casts-shadows style but not the receive-shadows style. Translucent objects do not cast shadows, nor do lines or points.
Rendering with shadows can be requested by setting an object property on the renderer object:... read more
The Quesa OpenGL renderer now has an option to perform per-pixel lighting if the video card supports OpenGL Shading Language. We have posted a screenshot showing the difference between per-pixel and the usual per-vertex lighting.
A new renderer has been added to Quesa, which aims to acheive better speed by taking advantage of OpenGL features such as vertex buffer objects.
Visible Differences from Interactive Renderer
* There is no distinction between the "both" and "flip" backfacing
styles. Both cases use normal OpenGL two-sided lighting.
* Geometries of dimension less than 2 (Point, Line, PolyLine,
Ellipse, NURBCurve) are unaffected by the direction of the light.... read more
A new sample program for Mac OS X has been added to the Quesa project. This sample illustrates how to use a Quesa view as a custom control is a compositing-mode Carbon window. It is available by CVS.
The VRML Reader plug-in for Quesa has been updated to version 1.0.4. This release handles Anchor nodes as if they were Groups, and is less likely to get confused by PROTO declarations.
The source is available by CVS, and a package of binaries for Mac and Windows has been posted under Files.
Quesa is a cross-platform 3D scene graph and rendering engine.
The Quesa 3D graphics engine has been updated to version 1.8. This update introduces a cartoon-style renderer and a VRML file format reader plug-in, makes the code compatible with Intel Macs and 64-bit platforms, and includes various other improvements and bug fixes.
Source and binary packages for Mac, Windows, and Unix are available under Files. Source is also available by CVS, although SourceForge has CVS problems at this writing.
The VRML Reader plug-in for Quesa has been updated to version 1.0.2. This release improves the generation of vertex normals so that the object will look smooth where it should.
The source is available by CVS, and a package of binaries for Mac and Windows has been posted under Files.
Quesa is a cross-platform 3D scene graph and rendering engine.
A VRML Reader plug-in has been added to the Quesa project. The source is available by CVS, and a package of binaries for Mac and Windows has been posted under Files.
Quesa is a cross-platform 3D scene graph and rendering engine.
Quesa is a cross-platform 3D scene graph and rendering engine. We have just added a cartoon-style renderer, currently implemented for Macintosh and Windows. See the screen shots page at https://sourceforge.net/project/screenshots.php?group_id=45158 for a comparison of the cartoon renderer and the standard interactive renderer. Currently the new renderer is only available in the CVS source, not in released files.
We have released version 1.7. This is the first version compiled as C++ (the public API is still C-based), and has had major changes to take advantage of C++. Other changes include improvements in texture caching and reading of view hints.
We have released version 1.6d20. This is actually a retroactive release, based on the CVS source as of 3 December 2004. The next release, coming soon, will be built using C++ (though still having a C public API) with an overhauled infrastructure.