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Coin / docs / misc-resources.txt

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WHAT'S THIS?
============

A collection of useful/interesting links for Coin developers. It can, for
instance, be resources needed when adding new features to Coin or links to
techniques for optimizing Coin.

THE LINKS
=========

* VRML97 Amendment 1: ISO/IEC14772-1:1997/Amd.1:2002
  http://www.web3d.org/technicalinfo/specifications/vrml97am1/fdam/index.html

* com.graphics.algorithms FAQ:
  <URL:http://www.faqs.org/faqs/graphics/algorithms-faq/>

  Somebody should read through it meticulously to see if there are any
  hints which can be used for optimizations or API extensions in Coin,
  or even completely new features.

* UNC Collide Research Group
  2000-12-14 Peder Blekken <pederb@sim.no>
  http://www.cs.unc.edu/~geom/collide/index.shtml

  Contains discussions on several collision detection algorithms.

* Optimized Collision Detection
  2001-05-10 Peder Blekken <pederb@sim.no>
  http://www.codercorner.com/Opcode.htm

  Claims to be much faster than other implementations. Is free to use
  in any commercail or non-commercial program.

* ColDet - Free 3D Collision Detection Library  (under the LGPL)
  <URL:http://photoneffect.com/coldet/>

* SOLID - Software Library for Interference Detection (LGPL)
  http://www.win.tue.nl/~gino/solid/

* nVIDIA GL_vertex_array_range and GL_NV_fence
  2000-12-14 Peder Blekken <pederb@sim.no>
  http://www.nvidia.com/Marketing/Developer/DevRel.nsf/pages/AEE3673F9B8DBC228825693B00619F9C

  nVIDIA extensions for optimized rendering without using display lists.
  Link has example program, source code and documentation.

* Interactive Order-Independent Transparency
  2001-05-18 Peder Blekken <pederb@sim.no>
  http://www.nvidia.com/Marketing/Developer/DevRel.nsf/bookmark/EEFAD0772D0514D288256A4D00662526

  Uses shadow mapping hardware and alpha test. Can be implemented in
  OpenGL using Nvidia extensions for GeForce3.

* GL2PS. A Postscript rendering library.
  2001-06-11 Peder Blekken <pederb@sim.no>

  http://www.geuz.org/gl2ps/

  A library for rendering high quality postscript from any OpenGL
  application. Released under LGPL.

  Update 2002-01-17 mortene: an article explaining how to do
  resolution independent vector export from OpenGL can also be found
  here: <URL:http://www.codeproject.com/useritems/glexport.asp>.

* openNURBS
  2001-07-20 Marius Kintel <kintel@sim.no>

  http://www.opennurbs.com

  For higher quality ? NURBS rendering. Nice license:

   - Commercial use is encouraged
   - The tools, support, and membership are free
   - There are no restrictions. Neither copyright nor copyleft restrictions
     apply
   - No contribution of effort or technology is required from the members,
     although it is encouraged

* SoXt-like GLUT component

  http://www.stud.fee.vutbr.cz/~xpeciv00/OIV/SoGlut/

* In-depth explanation of OpenGL on MSWin platforms:

  <URL:http://msdn.microsoft.com/library/>, follow the link to
  "Graphics and multimedia", then "Open GL"

* A shareware VRML browser and general 3D viewer (DXF, RAW, OBJ,
  GLView), which we could take a look at to compare features with our
  soon-to-come (?) VRMLView replacement:

  http://home.snafu.de/hg/

* OpenGL Multipipe SDK

  http://www.sgi.com/software/multipipe/sdk/

  SDK for programming multipipe applications on SGI hardware. Free
  download.

* Recommended book for learning about threads programming:
  "Programming With Threads", Kleiman / Shah / Smaalders, ISBN
  0131723898

* Miscellaneous C++ libraries: <URL:http://www.boost.org>. If the
  licenses are liberal, we might be able to avoid re-inventing wheels
  for some of the libraries provided.

  [Matt Verona suggests using the tokenizer classes to parse the "search path
  string" when implementing the SoSearchPathAction]

* List of API changes from SGI Inventor v2.0 to v2.1:

   <URL:http://wwwinfo.cern.ch/asd/lhc++/OpenInventor/pro/porting/chapter2.html>.

  Contains lots of information about obsoleted features and field
  value limitations that we need to check that we heed.

* Information about the OpenGL ABI:

    http://oss.sgi.com/projects/ogl-sample/registry/ARB/get_proc_address.txt
    http://oss.sgi.com/projects/ogl-sample/ABI/

  See also the GLAF project ("OpenGL Advanced Functionality"), which
  wraps extensions etc in a portable framework (available under an
  MIT-license):

     http://webs.ono.com/usr003/cesarblecua/

* An application partly covering the ideas behind our "gl-attack"
  suggested project: <URL:http://glean.sourceforge.net>.

* Troll Tech's Technical FAQ for Qt contains information about what we
  can _not_ do when we want to keep ABI compatibility in new releases:

    <URL:http://www.trolltech.com/developer/faqs/technical.html>

* Distributed Open Inventor:

    <URL:http://www.cg.tuwien.ac.at/research/vr/div/>

  Also in the proceedings of the ACM Symposium on Virtual Reality
  Software and Technology (VRST'99), pp. 74-81, 1999.

  Student project: <URL:http://www.stud.fee.vutbr.cz/~xpeciv00/>

* There's supposedly a shadow demo on www.opengl.org, with source
  code, which demonstrates how to do shadows on all kinds of (NVidia)
  gfx cards, from TNT (sw shadow volumes) to GeForce 3 (hardware
  shadow mapping).

* This link has some useful information on doing hardware-supported
  dynamic shadowing on NVidia gfx-cards:

    <URL:http://developer.nvidia.com/view.asp?IO=hwshadowmap_paper>

* Another NVidia link: search developer.nvidia.com for "Practical and
  Robust Shadow Volumes" by Everitt and Kilgard. A good paper and a
  demo.

* A few more links related to shadow volumes, provided by a Coin user:

  http://developer.nvidia.com/object/robust_shadow_volumes.html
  http://developer.nvidia.com/object/inf_shadow_volumes.html

  A demo using these techniques:

  http://www.gizmosdk.com/GizmoSDK.html

* A 3D model search engine (with lots of VRML models, at least):
  http://shape.cs.princeton.edu

* Coin Debian Builds
  http://buildd.debian.org/build.php?arch=&pkg=coin

  Contains configure/make logs from building Coin on a number (10) of
  different Debian Linux architectures.

* Open Dynamics Engine, simulation of articulated rigid body dynamics:
  http://www.q12.org/ode/ode.html (also has links to other similar
  engines)

* Driver for input device spaceball: http://www.3dconnexion.com/software/sdk/

* Using a spaceball with Qt, info for interfacing with both X11 and
  Win32: <URL:http://lists.trolltech.com/qt-interest/2002-03/thread00214-0.html>.

* OpenGL FAQ and Troubleshooting Guide:
     <URL:http://www.frii.com/~martz/oglfaq/>

* FSF Copyright Assignment paperworks
  http://www.gnu.org/prep/maintain_7.html#SEC7
  NB: Coin is not an FSF-project, this link is here only for
  reference/comparison

  "Why the FSF gets copyright assignments from contributors":
    <URL:http://www.gnu.org/licenses/why-assign.html>

* "Programming in C++, Rules and Recommendations":
  <URL:http://www.cs.umd.edu/users/cml/cstyle/Ellemtel-rules-mm.html>

  Read through this doc and see if it is something we should link to
  from the HACKING file.

* Z-Buffer CSG Rendering (solid modeling with boolean logic)

  http://www.nigels.com/research/

* An LGPL-licensed library with at least some CSG support:
  <URL:http://gts.sourceforge.net/>.

* FLTK binding against SGI Inventor:
  <URL:http://fl-inventor.sourceforge.net/>, make sure it can also
  work with Coin. Note: they are using some of our pixmap graphics on
  the viewer buttons, with no copyright information about this as far
  as I can see. Get in touch with them.  (mortene)

* SDL and GLUT bindings (So*RenderArea):
  <URL:http://www.stud.fee.vutbr.cz/~xpeciv00/> (Jan Peciva)

* TrueType Fonts with liberal licensing (?): <URL:http://fonts.tom7.com/>

  A list of PD fonts, from a posting on debian-legal:

        http://bibliofile.mc.duke.edu/gww/fonts/Unicode.html
        http://maltaesp.hypermart.net/fonts.htm
        http://www.cs.stir.ac.uk/~kjt/software/nextstep/nextstep.html
        http://super.groovy.tripod.com/b1.html
        http://www.meirinsurance.co.il/meir_heb.html
                (look under the Windows/PC section)
        http://www.1001freefonts.com/fontfiles/afonts4.htm
        http://lager.dyndns.org/GnuMICR/download/latest/
                (GPL'd, see README)

* An organized "free fonts" project (they are released under the GPL):
  http://www.nongnu.org/freefont/

* A Free Software TrueType/PostScript/... font editor:
  http://pfaedit.sourceforge.net/

* "Shareware Typefaces" - loads of TrueType fonts:
  http://www.masterstech-home.com/The_Library/Font_Samples/
  Viewable samples before downloading.

* In 2003-01, Bitstream and the Gnome project announced that Bitstream
  will soon give away 10 fonts that can be used for just about any
  purpose (licensing certainly seems liberal enough for us to include
  in Coin).

  UPDATE 2003-04-20: now released, at <URL:http://www.gnome.org/fonts>.

* TransGaming, involved in the Wine project, have made a TTF called
  TGMarlett and released it under the BSD license.

* OpenGL and ActiveX:

  - Working demo code:
    <URL:http://www.sulaco.co.za/opengl.htm>

  - An OpenGL ActiveX Control Developed with MFC:
    <URL:http://www.codeproject.com/opengl/opengl_activex.asp>

* An OpenGL extension loading library (like our GLWrapper):
  <URL:http://www.uni-karlsruhe.de/~uli2/>. Available under a
  BSD-style license. Check it out to see if it's better designed than
  GLWrapper.

* Binary native Win32 packages for misc image libraries used by simage:
  <URL:http://gnuwin32.sourceforge.net>

* MSVC++ run-time array bounds (and other) checking (but probably only
  for VC.NET?):

  <URL:http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vccore/html/vcrefRTCRuntimeChecks.asp>

* Vertex shader integrated with Inventor API:
         http://www.csit.fsu.edu/~blanco/Cg/Cg_projects.htm

* GLIBC memory handling debugging:

        http://sdb.suse.de/en/sdb/html/aj_debug.html

  (very short version: set MALLOC_CHECK_ to "1" to get error messages
  about problems on stderr)