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gfx - A high-performance, bindless graphics API for Rust.
This runs the quad example using the Vulkan backend, and then the compute example using the DirectX 12 backend. These examples assume that necessary dependencies for the graphics backend are already installed. For more information about installation and usage, refer to the Getting Started guide.
This is the core graphics library for all our displays, providing a common set of graphics primitives (points, lines, circles, etc.). It needs to be paired with a hardware-specific library for each display device we carry (to handle the lower-level functions). Written by Limor Fried/Ladyada for Adafruit Industries. BSD license, check license.txt for more information. All text above must be included in any redistribution.
GFX is an 3D CSS3 animation library that extends jQuery with some useful functionality for programmatically creating CSS3 transitions. CSS3 transitions are superior to manual ones (using setTimeout) since they're hardware accelerated, something particularly noticeable on mobile devices. To see some demos, checkout GFX's site.
Open-source, free, multi-platform BASIC compiler, with syntax similar MS-QuickBASIC (including the GFX statements), that adds new features such as pointers, unsigned data types, inline assembly, a pre-processor and many others.
AA means Ascii Art - the AAlib (ascii art GFX library), BB (audiovisual demonstration for your terminal), aview (image browser/animation player), AAvga (SVGAlib wrapper for AA-lib), ttyquake (text mode quake), aa3d (random dot stereogram generator)...
OpenGL Overload (GLO) aims at being a cross-platform implementation of OpenGL and building a streamline and modern APIs friendly OpenGL like API. While Vulkan is a great explict graphics API, it's effortable only for a small part of the ecosystem. Furthermore, the multiplication of proprietary graphics APIs has fragmented the ecosystem.
LWJGL (https://www.lwjgl.org) is a Java library that enables cross-platform access to popular native APIs useful in the development of graphics (OpenGL/Vulkan), audio (OpenAL) and parallel computing (OpenCL) applications. This access is direct and high-performance, yet also wrapped in a type-safe and user-friendly layer, appropriate for the Java ecosystem.LWJGL is an enabling technology and provides low-level access. It is not a framework and does not provide higher-level utilities than what the native libraries expose. As such, novice programmers are encouraged to try one of the frameworks or game engines that make use of LWJGL, before working directly with the library.
Diligent Engine is a lightweight cross-platform abstraction layer between the application and the platform-specific graphics API designed to take advantages of next-generation APIs such as Direct3D12 and Vulkan, while providing support for older platforms via Direct3D11, OpenGL and OpenGLES. Diligent Engine exposes common front-end for all supported platforms and provides interoperability with underlying native API. Shader source code converter allows HLSL shaders to be used on all supported platforms and rendering backends. The engine is intended to be used as a graphics subsystem in a game engine or any other 3D application, and supports integration with Unity. Diligent Engine is distributed under Apache 2.0 license and is free to use. Alternatively, you can get master repository fisrt, and then individually clone all submodules into the engine's root folder.
This repository contains the necessary building blocks for OpenGL wrapper libraries. For more information on each crate, see their respective READMEs listed below. An OpenGL function pointer loader for the Rust Programming Language.
SwiftShader is a high-performance CPU-based implementation of the OpenGL ES and Direct3D 9 graphics APIs12. Its goal is to provide hardware independence for advanced 3D graphics.The SwiftShader libraries act as drop-in replacements for graphics drivers.
Hic sunt dracones. This repository contains multiple implementations of the same 3D scene, using different APIs and frameworks on various platforms. The goal is to provide a comparison between multiple rendering methods. This is inherently biased due to the variety of algorithms used and available CPU/GPU configurations, but can hopefully still provide interesting insights on 3D rendering.
The OpenSceneGraph is an open source high performance 3D graphics toolkit, used by application developers in fields such as visual simulation, games, virtual reality, scientific visualization and modelling. It is based around the concept of a SceneGraph, providing an object-oriented framework on top of OpenGL. This frees the developer from implementing and optimizing low-level graphics calls and provides many additional utilities for rapid development of graphics applications.
RenderDoc is a frame-capture based graphics debugger, currently available for Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES development on Windows 7 - 10, Linux, and Android. It is completely open-source under the MIT license. If you have any questions, suggestions or problems or you can create an issue here on github, email me directly or come into IRC to discuss it.