Opengl Libraries Download

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Gabriel Litke

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Aug 5, 2024, 6:18:18 AM8/5/24
to sandfecdedis
Doyou have a full set of libraries/headers under /home/jason/Geant4/geant4-install/, and how did you configure and build the example? Did you install the version under /usr/local or is it coming from a system package?

Genuinely, Thank you so much! I was struggling to figure out this issue for a few days and it slowed my work a lot. I appreciate all of your guidance in fixing this issue, I would still be stuck with a nonfunctioning Geant4 without your help.

-Sincerely Jason


So, i installed league of legends fine the first time with the opensource ATI Drivers provided by ubuntu itself with no issues at all, but it runs so slow ... max 20fps because those drivers dont fully support my Dual Graphic cards


Than i restored system and i installed the Linux Version of the Proper ATI Drivers from the AMD Website wich supports my APU AMD-A8-4500M with the AMD Radeon 7640G + 7670M Graphics Cards enabling me full performance from my system .. Problem is, to run League of Legends i need a 32bit opengl library, and the driver, automaticly detects a 64bits Linux install and loads the 64bit libraries but not the 32 ones .


Im kinda noob to ubuntu ..i installed the 32 bits ones trough terminal and still doesnt work idk why, maybe the driver doesnt want to load them .. plzz help me on this, i dont want to go back to windows just to play league


Then reinstall your proprietary driver. In 12.04, open the dash and open the "Additional Drivers" application (or alternatively, run "jockey-gtk" from the command line). Install the latest driver from that program (fglrx-updates). You will NOT get the latest and greatest driver, but you WILL get a driver that has been tested by Canonical and just works. You could get newer drivers (the link I've provided is able to show you one such method. You could also use an x-swat or xorg-edgers PPA, but they're beyond the scope of this question).


One tip, though: Don't mess with graphics drivers. A clean install has the best possible set-up for graphics in most of the cases. Drivers downloaded from websites are always shaky unless you know what you're doing. Drivers from PPAs are generally unstable. The only drivers you should really be using are the drivers Ubuntu ships with (i.e., the open source ones) or the ones downloadable through the "Additional Drivers" program.


OpenGL (Open Graphics Library[4]) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.


Silicon Graphics, Inc. (SGI) began developing OpenGL in 1991 and released it on June 30, 1992.[5][6] It is used for a variety of applications, including computer-aided design (CAD), video games, scientific visualization, virtual reality, and flight simulation. Since 2006, OpenGL has been managed by the non-profit technology consortium Khronos Group.[7]


The OpenGL specification describes an abstract application programming interface (API) for drawing 2D and 3D graphics. It is designed to be implemented mostly or entirely using hardware acceleration such as a GPU, although it is possible for the API to be implemented entirely in software running on a CPU.


The API is defined as a set of functions which may be called by the client program, alongside a set of named integer constants (for example, the constant GL_TEXTURE_2D, which corresponds to the decimal number 3553). Although the function definitions are superficially similar to those of the programming language C, they are language-independent. As such, OpenGL has many language bindings, some of the most noteworthy being the JavaScript binding WebGL (API, based on OpenGL ES 2.0, for 3D rendering from within a web browser); the C bindings WGL, GLX and CGL; the C binding provided by iOS; and the Java and C bindings provided by Android.


In addition to being language-independent, OpenGL is also cross-platform. The specification says nothing on the subject of obtaining and managing an OpenGL context, leaving this as a detail of the underlying windowing system. For the same reason, OpenGL is purely concerned with rendering, providing no APIs related to input, audio, or windowing.


OpenGL is no longer in active development, whereas between 2001 and 2014, OpenGL specification was updated mostly on a yearly basis, with two releases (3.1 and 3.2) taking place in 2009 and three (3.3, 4.0 and 4.1) in 2010, the latest OpenGL specification 4.6 was released in 2017, after a three-year break, and was limited to inclusion of eleven existing ARB and EXT extensions into the core profile.[8]


Active development of OpenGL was dropped in favor of the Vulkan API, released in 2016, and codenamed glNext during initial development. In 2017, Khronos Group announced that OpenGL ES would not have new versions[9] and has since concentrated on development of Vulkan and other technologies.[10][11] As a result, certain capabilities offered by modern GPUs, e.g. ray tracing, are not supported by the OpenGL standard. However, support for newer features might be provided through the vendor-specific OpenGL extensions.[12][13]


New versions of the OpenGL specifications are released by the Khronos Group, each of which extends the API to support various new features. The details of each version are decided by consensus between the Group's members, including graphics card manufacturers, operating system designers, and general technology companies such as Mozilla and Google.[14]


In addition to the features required by the core API, graphics processing unit (GPU) vendors may provide additional functionality in the form of extensions. Extensions may introduce new functions and new constants, and may relax or remove restrictions on existing OpenGL functions. Vendors can use extensions to expose custom APIs without needing support from other vendors or the Khronos Group as a whole, which greatly increases the flexibility of OpenGL. All extensions are collected in, and defined by, the OpenGL Registry.[15]


Each extension is associated with a short identifier, based on the name of the company which developed it. For example, Nvidia's identifier is NV, which is part of the extension name GL_NV_half_float, the constant GL_HALF_FLOAT_NV, and the function glVertex2hNV().[16] If multiple vendors agree to implement the same functionality using the same API, a shared extension may be released, using the identifier EXT. In such cases, it could also happen that the Khronos Group's Architecture Review Board gives the extension their explicit approval, in which case the identifier ARB is used.[17]


The OpenGL Architecture Review Board released a series of manuals along with the specification which have been updated to track changes in the API. These are commonly referred to by the colors of their covers:


The earliest versions of OpenGL were released with a companion library called the OpenGL Utility Library (GLU). It provided simple, useful features which were unlikely to be supported in contemporary hardware, such as tessellating, and generating mipmaps and primitive shapes. The GLU specification was last updated in 1998 and depends on OpenGL features which are now deprecated.


Given that creating an OpenGL context is quite a complex process, and given that it varies between operating systems, automatic OpenGL context creation has become a common feature of several game-development and user-interface libraries, including SDL, Allegro, SFML, FLTK, and Qt. A few libraries have been designed solely to produce an OpenGL-capable window. The first such library was OpenGL Utility Toolkit (GLUT), later superseded by freeglut. GLFW is a newer alternative.[19]


Given the high workload involved in identifying and loading OpenGL extensions, a few libraries have been designed which load all available extensions and functions automatically. Examples include OpenGL Easy Extension library (GLEE), OpenGL Extension Wrangler Library (GLEW) and glbinding. Extensions are also loaded automatically by most language bindings, such as JOGL and PyOpenGL.


Mesa 3D is an open-source implementation of OpenGL. It can do pure software rendering, and it may also use hardware acceleration on BSD, Linux, and other platforms by taking advantage of the Direct Rendering Infrastructure. As of version 20.0, it implements version 4.6 of the OpenGL standard.


In the 1980s, developing software that could function with a wide range of graphics hardware was a real challenge. Software developers wrote custom interfaces and drivers for each piece of hardware. This was expensive and resulted in multiplication of effort.


By the early 1990s, Silicon Graphics (SGI) was a leader in 3D graphics for workstations. Their IRIS GL API[21][22] became the industry standard, used more widely than the open standards-based PHIGS.[citation needed] This was because IRIS GL was considered easier to use,[by whom?] and because it supported immediate mode rendering. By contrast, PHIGS was considered difficult to use and outdated in functionality.


SGI's competitors (including Sun Microsystems, Hewlett-Packard and IBM) were also able to bring to market 3D hardware supported by extensions made to the PHIGS standard, which pressured SGI to open source a version of IRIS GL as a public standard called OpenGL.


However, SGI had many customers for whom the change from IRIS GL to OpenGL would demand significant investment. Moreover, IRIS GL had API functions that were irrelevant to 3D graphics. For example, it included a windowing, keyboard and mouse API, in part because it was developed before the X Window System and Sun's NeWS. And, IRIS GL libraries were unsuitable for opening due to licensing and patent issues[further explanation needed]. These factors required SGI to continue to support the advanced and proprietary Iris Inventor and Iris Performer programming APIs while market support for OpenGL matured.


One of the restrictions of IRIS GL was that it only provided access to features supported by the underlying hardware. If the graphics hardware did not support a feature natively, then the application could not use it. OpenGL overcame this problem by providing software implementations of features unsupported by hardware, allowing applications to use advanced graphics on relatively low-powered systems. OpenGL standardized access to hardware, pushed the development responsibility of hardware interface programs (device drivers) to hardware manufacturers, and delegated windowing functions to the underlying operating system. With so many different kinds of graphics hardware, getting them all to speak the same language in this way had a remarkable impact by giving software developers a higher-level platform for 3D-software development.

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