In the fast-paced world of software development, getting products completed on time is the name of the game. Now, using [url=\"http://www.scitechsoft.com/products/dev/mgl_home.html\"]SciTech MGL[/url], you can create interactive graphics applications in the shortest amount of time. This Multi-platform Graphics Library has been used in the development of many leading titles like WinQuake™, Hexen II™ and many others.
TAKES CARE OF YOUR PROGRAMMING CHORES
SciTech MGL handles all of the mundane housekeeping chores of creating graphics applications and allows you to focus on writing the code that will make your application stand out from the pack. It provides fast, low level rasterization of 2D and 3D primitives that can be used for creating computer games, user interface software and other real-time graphics applications. SciTech MGL currently supports development under Windows 95/NT or DOS and can be ported to other platforms and operating systems in as few as 1000 lines of code.
SCALEABLE 3D SUPPORT
SciTech MGL's full screen OpenGL API support provides programmers with a 3D API that can scale from software-only (using low-resolution graphics modes), all the way up to full 3D hardware geometry acceleration. SciTech MGL allows developers to create applications using the OpenGL API in either a window or full screen mode (rendering to VGA, VESA VBE or DirectDraw surfaces) in the Windows or DOS environments.
DUAL PROPRIETRY AND OPEN SOURCE LICENSE
SciTech MGL is developed and distributed under the terms of the GNU General Public License (GPL) or a proprietary license for commercial developers. The spirit of the SciTech MGL licensing is to keep the SciTech MGL code open and free, yet allow commercial developers to develop using the SciTech MGL without being burdened by following the rules of the GPL license. For more information please see the [url=\"http://www.scitechsoft.com/licenses/faq_gpl_questions.html\"]SciTech GPL license FAQ[/url].
FLEXIBLE ARCHITECTURE
The SciTech Game Framework can be used for development of both regular 2D/3D games as well as OpenGL games. It includes full support for on-the-fly switching between windowed modes, full-screen modes, and available color depths.
PERFORMANCE
OpenGL API hardware and software support (Microsoft OpenGL, SGI OpenGL, and Mesa
Support for Mesa with full source code
SciTech Game Framework (with source) for creating commercial-quality games
Sprite Library for hardware and software sprite management
Support for hardware triple buffering
Support for stereo LC shutter glasses (requires hardware stereo support)
Improved performance for many low level rasterization functions
Highly optimized 32 bit assembler rasterization for maximum speed
Full hardware and software double/multi-buffering support
Hardware scrolling/panning surfaces
Rendering direct to video memory, off-screen video memory and to system memory buffers
Full linear surface virtualization under DOS and Windows
Real-time 8 bit dithering
PORTBILITY
Borland Delphi 2.0 support
Created C only version for portability
DJGPP 2.01 support with new OBJ20BFD conversion utility
Write code once for painless, multi-platform releases
Support for DOS or Windows 3.1/95/NT
Supports standard C/C++ and Borland Delphi compilers
FLEXIBILITY
Support for DirectDraw acceleration functions
Support for VBE/Core 3.0 and VBE/AF 2.0 draft standards
Resolutions from 320x200 to 1600x1200
Color depths from 4 bits to 32 bits per pixel
Automatic detection and utilization of VGA, ModeX, VESA VBE 1.2/2.0/3.0, VESA VBE/AF (Accelerator Functions),
WinG and DirectX
Supports hardware acceleration with VESA VBE/AF or DirectX
Direct surface access to bypass SciTech MGL functions
C++ wrapper class API
2D AND 3D GRAPHICS OUTPUT
Lines, rectangles, ellipses, elliptical arcs and text
Monochrome bitmaps
Complex regions (including union, difference, intersection, etc.)
BitBlt, TransBlt (source and destination transparency), StretchBlt
Flat triangles/quads, Smooth triangles/quads, Zbuffered triangles/quads
EVENT HANDLING
Support for double buffered mouse cursors
Unified event queue handling mechanism for DOS and Windows
Keyboard and mouse events
User specified timer events
FONT & RESOURCE LOADING
JPEG bitmap file loading
Bitmap Fonts
Scalable Vector Fonts
Loading of Windows bitmaps, fonts, cursors and icons
PCX bitmap loading
WINDOWED SUPPORT
CreateDIBSection under Windows 95/NT
WinG under Windows 3.1
FULL SCREEN GRAPHICS
Full screen MGL port of GLUT OpenGL Utility Library
Support for drawing to full screen WinDirect surfaces with GDI
Low-resolution graphics modes for fast software 3D and digital video
Full screen graphics under Windows 3.1/95 using WinDirect
Full screen graphics under Windows 95/NT using DirectX
SciTech MGL (GPL)
Moderators: Moderator, Global Moderator
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