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VortexGE 0.6.8-5

VortexGE 0.6.8-5


VortexGE is a software 3D renderer for the X environment that was created without using OpenGL/MesaGL. more>>
VortexGE is a software 3D renderer for the X environment that was created without using OpenGL/MesaGL.
VortexGE project also supports 2D image manipulations and audio access and is intended for creating Linux games without needing 3D card acceleration.
Main features:
- Full software 3D renderer with :
- Flat and gouroud shading with and without texture.
- 2D sprite in 3D scene.
- Camera control for 1st and 3rd person view.
- Simple fog and transparancy.
- Simple object hierarchy.
- 2D image manipulations.
- Simple dialog capability.
- Audio access using OSS.
Enhancements:
- VortexGE is now licensed under the GNU LGPL version 3.
- New rendering functions were added.
- New collision detection functions were added.
- Lua 5.1.2 is now used as the scripting engine backend.
- Some bug and documentation fixes were made.
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Added: 2007-07-16 License: LGPL (GNU Lesser General Public License) Price:
830 downloads
Ultimate Stunts 0.7.2 release 2

Ultimate Stunts 0.7.2 release 2


UltimateStunts will be a remake of the famous DOS-game more>>
UltimateStunts will be a remake of the famous DOS-game "stunts". This DOS-game, which was released in the early 1990s, can be downloaded on several abandonware sites, e.g. the XTC site .
Ultimate Stunts is a 3D racing game, with simple CGA/EGA/VGA graphics and no texture or smooth shading, but because of the spectacular stunts (loopings, bridges to jump over, etc.) it was really fun to play.
One of the best aspects of this game is that it had a track editor. Because of the tile-based tracks, every gamer was able to make its own tracks.
The remake wont become a DOS game: it will work on UNIX-compatible systems (like Linux), and on windows. It will also provide more modern features, like openGL graphics, 3D sound and internet multiplaying.
The current version is still in a pre-alpha fase, so you shouldnt expect much of it, but the screenshots give a nice impression of how the game will look.
Enhancements:
- Fixed non-functioning online multiplaying function
- Fixed AMD64 compilation bug
- Added abort functionality to loading page
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Added: 2007-08-12 License: GPL (GNU General Public License) Price:
814 downloads
Lemuria 1.2.2

Lemuria 1.2.2


Lemuria is an OpenGL visualization for xmms and gmerlin-visualizer. more>>
Lemuria is an OpenGL visualization for xmms and gmerlin-visualizer. Lemuria features animated textures, several backgrounds, and a lot of fun stuff.

It integrates the Xaos fractal engine for making background textures, and can open the goom DLL.

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Added: 2007-07-03 License: GPL (GNU General Public License) Price:
847 downloads
XiStrat 0.6.90

XiStrat 0.6.90


XiStrat, also known as Extended Strategy is in particular about a turn-based, networked multiplayer game. more>>
XiStrat, also known as Extended Strategy is in particular about turn-based, networked multiplayer, non-cooperative, zero-sum, abstract strategy board games (e.g., Chess, Go, Reversi variants, etc.) on 3D-visualized polyhedra and contains a server, client GUI, autoplayer engine, utilities and documentation.
Besides related recreational modern mathematics (single agent, cellular automata, graph/group/complexity/knot theory, discrete geometry, algebra, combinatorics, mathematical physics) is dealt with.
Enhancements:
- New graphs were added, including a Costa discrete minimal surface, sporadic Mathieu M(24), Kleins quartic L2(7), S(5), and A(6).
- The documentation was changed to MathML and contains links to the underlying mathematics (representations, modules, ring, invariants, groups of Lie type, second cohomology).
- The construction of a Schur cover of holonomy groups, morphing, and 2-body systems were implemented.
- Java generics, J3DBuffer, and procedural 3D texture with Perlin noise are now used.
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Added: 2006-12-18 License: LGPL (GNU Lesser General Public License) Price:
1040 downloads
OpenArena 0.7.0

OpenArena 0.7.0


OpenArena is an open-source content package for Quake III Arena. more>>
OpenArena is an open-source content package for Quake III Arena licensed under the GPL, effectively creating a free stand-alone game.

The art direction of Open Arena is about "double" as Quake III Arena:

- double texture resolution, i.e. 512x512 as opposed to a 256x256
- double the polycount of models, instead of 700-900 youll have 1200-2000 poly players
- Sound is probably mixed in 44khz rather than 22khz, but I dunno about that as 44khz seems to crash Q3A at this moment

Hopefully the detail should still be scalable with texture resolution and LoDs for slower computers (read: my p100 with voodoo2)

Concepts would be loose, so dont expect a remake of Klesk in his original Klesk form, or any direct remakes of any map/weapon/model.

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Download (250.9MB)
Added: 2007-07-08 License: GPL (GNU General Public License) Price:
559 downloads
white_dune 0.29 beta665

white_dune 0.29 beta665


white_dune is a graphical VRML97 editor, simple 3D modeller, and animation tool. more>>
White_dune is a low level VRML97 tool for Unix/Linux/MacOSX and M$Windows.
white_dune can read VRML97 files, display and let the user change the scenegraph/fields.
Unlike most highlevel tools, it uses a light model based on the VRML97 standard.
White_dune is not complete yet, especially in the 3D preview window. But even if you do not see the node/field in 3D, you can graphically change the values.
White_dune is a simple NURBS/SuperFormula 3D Modeller, but it do not have tools to change polygon meshes (VRML IndexedFaceSet nodes) that can be taken seriously (yet).
IndexedFaceSet nodes can be created via conversion from NurbsSurface nodes oder SuperFormula PROTOs or by "pure VRML97" export, but for some tasks you may prefer to work with a polygon mesh 3D modeller with VRML97 export and rework the results (e.g. color, texture, lightning, animation, interaction....) in white_dune.
Requierments:
- The usage of a 3D hardwareaccelated graphicscard with OpenGL driver support will speedup things
- Most OpenGL implementations require at least a color depth of 15 Bit (with exceptions e.g. a SGI Indy workstation with IRIX works good with a 8 Bit only graphicscard)
Enhancements:
- Missing scale/center handling in x/y/z only mode has been fixed.
- Move actions -> sibling commands have been added.
- Change image repeat has been added to the 4kids menu.
- Workarounds for crashes in connection with VrmlCut/VrmlScene scripted nodes have been added.
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Download (6.6MB)
Added: 2007-08-05 License: GPL (GNU General Public License) Price:
811 downloads
PaulStretch 1.024

PaulStretch 1.024


PaulStretch is a program for stretching the audio. more>>
PaulStretch is a program for stretching the audio. It is suitable only for extreme sound stretching of the audio (like 50x) and for applying special effects by "spectral smoothing" the sounds.
It can transform any sound/music to a texture. The program is Open-Source and its released under the version 2 of the General Public License. You can download the source code for Linux or the Windows binaries.
Please note that this is suitable only for extreme time stretching (e.g. if have a melody of 3 minutes and you want to listen it in 3 hours). If you want "less extreme" time stretching, you can use a program which contains the SoundTouch library.
Main features:
- It produces high quality extreme sound stretching. While most sound stretching software sounds bad when trying to stretch the sounds a lot, this one is optimized for extreme sound stretching. So, the stretch amount is unlimited.
- You can play the stretched sound in real-time (including the possibility to "freeze" the sound) or you can render the whole sound or a part of it to audio files
- Support for WAV and OGG VORBIS files
- It is a Free Software
Enhancements:
- Input MP3 support, added effects, and other improvements.
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Added: 2006-09-06 License: GPL (GNU General Public License) Price:
1144 downloads
Nelit2 Engine 0.1.2

Nelit2 Engine 0.1.2


Nelit2 Engine project is a game engine. more>>
Nelit2 Engine project is a game engine.
Nelit2 Engine is a game engine that uses a Model-View-Controller concept. All View-s classes was developed by me, and you can dont worrie about this.
Model-s classes also was developed by me, but you can modify it for your game or write new class and use Model class how abstract.
The engine uses some popular libraries such OpenGL and SDL.
It works on Unix systems and on Windows.
Enhancements:
- Decoding png, bmp, jpg texture-file.
- 3D mesh.
- Cubemap texturing.
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Added: 2006-12-05 License: GPL (GNU General Public License) Price:
1054 downloads
SGE r030809

SGE r030809


SGE is a graphic library for the excellent Simple DirectMedia Layer (SDL) library (mainly) written by Sam Lantinga. more>>
SGE is a graphic library for the excellent Simple DirectMedia Layer (SDL) library (mainly) written by Sam Lantinga.
So, why use SGE? Well, SDL is a low level API and if you dont want to spend time writing your own graphic functions (put pixel, line, circle...) you could use SGE instead.
Main features:
- Pixel operations
- Clipping
- Lines, circles and other figures (with antialiasing and alpha blending)
- Rotation and scaling of surfaces
- Palette functions
- TrueType/Bitmap/SFont font functions
- Basic 2D collision detection
- Sprite classes
- Basic texture mapping
- Filled and gourand shaded polygons (with antialiasing or alpha blending)
And if you dont like something or want to change/add a function, you can use SGE to build your own graphic library (or, you could send me a mail with the complaint/change/contribution)
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Download (0.24MB)
Added: 2006-04-14 License: GPL (GNU General Public License) Price:
1288 downloads
Pixie Renderer 2.0.2

Pixie Renderer 2.0.2


Pixie is a RenderMan-like photorealistic renderer. more>>
Pixie is a RenderMan like photorealistic renderer. It is being developed in the hope that it will be useful for graphics research and for people who can not afford a commercial renderer.
Pixie Renderer project is an open source project licensed under Gnu Public License (GPL).
Pixie is an open source project. None of the people contributing to Pixie is making any money out of it and were not asking for money. We need your feedback to keep this project alive. Use Pixie, submit bug reports, pictures you rendered with Pixie or just your good wishes.
One of the biggest considerations in Pixies development is the modularity. If youre interested in developing additional features / improving current features, improving the web site, optimizing Pixie, please let us know.
Main features:
- All RenderMan 3.2 primitives
- Quadrics: Sphere, Disk, Cone, Paraboloid, Hyperboloid, Cylinder, Toroid
- Parametrics: Bilinear/Bicubic patches, NURBS
- Subdivision Surfaces including crease/hole/interpolateboundary tags
- Points
- Curves
- Convex / Concave polygons with or without holes and their meshes
- Object instancing / delayed primitives
- Displacements
- Programmable shading (RenderMan Shading Language)
- High quality texture/shadow/environment mapping
- High dynamic range input/output
- Raytracing
- Motion blur
- Depth of field
- Reyes style rendering (very fast)
- Occlusion culling
- Network parallel rendering
- DSO shaders
- Global illumination
- Photon mapping
- Irradiance caching
- Automatically raytraced smooth reflections / shadows
Enhancements:
- 64Bit clean codebase. The Pixie source should compile cleanly on 64Bit platforms. Please let us know if you have any issues with this. Note: youll need libtiff (and X11 on linux / OSX) to be compiled in 64Bit mode too.
- Fixed issues with dissapearing subdiv geometry when raytracing
- Fixed issues with speckled irradiance / occlusion data when using the "R" mode
- Reduced raytrace memory overhead
- Support for vector/color/point/normal subscripting shorthand in SL v[n] = x => setcomp(v,n,x) x = v[n] => x = comp(v,n)
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Added: 2007-02-20 License: GPL (GNU General Public License) Price:
989 downloads
Yadex 1.7.0

Yadex 1.7.0


Yadex project is a Doom/Doom II/Heretic level (wad) editor for X. more>>
Yadex project is a Doom/Doom II/Heretic level (wad) editor for X.
Yadex is a Doom level (wad) editor for Unix systems running X, including Linux. It supports Doom alpha, Doom beta, Doom, Ultimate Doom, Final Doom, Doom II, Heretic and also, in a more or less limited way, Hexen and Strife. It is available under the terms of the GPL.
Yadex is descended from DEU 5.21. Therefore, as you might expect, its a rather low-level editor that requires you to take care of a lot of detail but on the flip side allows you to control very precisely what you are doing. In addition, it has many advanced functions that DEU didnt have, to make certain tedious tasks easy.
Enhancements:
- Build: The configure script autodetects the C and C++ compiler (cc, c89 or gcc and c++, cxx or g++). To skip the detection and force a particular value, use the --cc and --cxx options.
- Code: Minor warningectomy. Fixed potential uses of uninitialised pointers if wad I/O errors occurred while reading the texture list.
- Editing: Improved the handling of superimposed objects.
- The linedef object info box now lists any superimposed linedefs (up to seven). No such feature for vertices, sectors and things, mainly because it doesnt seem to be as big an issue and Im lazy.
- When the pointer is over more than one object, its now the highest-numbered one thats highlighted and not the lowest-numbered as it used to be. Thus the highlight and the info box match the display (that shows the highest-numbered object and always has), which should be less confusing. Highlighting the highest-numbered object seems to be the right thing too, since the object you created last is the one youre most likely to want to edit or delete. This change only affects vertices, linedefs and things. For sectors, the code hasnt changed.
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Added: 2006-11-10 License: LGPL (GNU Lesser General Public License) Price:
1089 downloads
jSVR 0.5 Beta

jSVR 0.5 Beta


jSVR is a java implementation of a semi-automatic process for identifying and exporting three-dimensional information. more>>
jSVR is a java implementation of a semi-automatic process for identifying and exporting three-dimensional information from a single un-calibrated image. The project is based on previous publications of A. Criminisi, A. Zisserman and others. svrIn the section "svr theory" there is a brief presentation of the principals behind single view reconstruction, using perspective information of an image.

jSVR was originally developed as my degree project in the computer science department of the university of Crete, in 2004. Most of the initial work was done in the CVRL lab of ics-forth, under the supervision of professors A. Argyros and M. Lourakis. Many documents in this site come from my report on svr, and where initially converted from latex using latex2html and then modified. If you find any broken links or other problems please let me know.

I recently decided to try and continue that work, as an open source project.

Single View reconstruction is a technique that can have various applications in different areas of interest. From acquiring metric information from low quality images, to reconstructing scenes from paintings. The process of reconstructing an image is semi-automated and can be really tricky for the user, who is requested to define and/or fine tune a set of difficult to understand parameters, (see the "svr theory" section for some examples).

Depending on the goal, the demands to the reconstruction technique differ. In the original work the goal was to test the proposed methodology in the relevant literature and to implement the techniques into an application that could reconstruct an image. The new goal of svr is to provide a user-friendly and intuitive way for reconstructing images, as well as to improve the existing implementation to produce better results. Determining the correct vanishing points with an automatic algorithm would be a great improvement to the whole process.

One step towards this direction would be an MLE estimation for the best intersection point. Also it is probable that suitable heuristics could be used to exclude intersections (false vanishing points) in areas that vanishing points are not expected (i.e. the center of the image). In order to exclude as many false VP detections as possible, appropriate filters could be applied on the image before the reconstruction (i.e. noise reduction, removing the radial distortion, and sharpen edges).

The phase of manual reconstruction could also be made semi-automatic by implementing object identification algorithms. This would help by automatically identifying the bigger structures in the image (i.e the vertical planes). In addition smaller structures can be interactively traced. This would also allow better texture extraction from the objects in the image.
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Added: 2007-03-14 License: GPL (GNU General Public License) Price:
954 downloads
athenaCL 1.4.5

athenaCL 1.4.5


athenaCL is a music analysis and algorithmic composition program. more>>
athenaCL is a music analysis and algorithmic composition program. The system can be scripted and embedded, and includes integrated instrument libraries, post-tonal and microtonal pitch modeling tools, multiple-format graphical outputs, and musical output in Csound, MIDI, audio file, XML, and text formats.

Musical parts are deployed as Textures, layered surface-defining objects containing numerous independent ParameterObjects to control pitch, tempo, rhythm, amplitude, panning, and instrument (Csound) parameters. The system includes an integrated library of Csound instruments, and supports output for external Csound instruments, MIDI, and a variety of alternative formats. Over sixty specialized Generator, Rhythm, and Filter ParameterObjects provide tools for stochastic, chaotic, cellular automata based, markov based, wave-form, fractional noise (1/f), genetic, Xenakis sieve, linear and exponential break-point segments, masks, and various other algorithmic models. ParameterObjects can be embedded in other ParameterObjects to provide powerful dynamic and masked value generation. Textures can be combined and edited, and tuned with algorithmic Temperament objects. Texture Clones allow the filtering and processing of Texture events, performing transformations not possible with parameter generation alone.

The analytic and algorithmic systems use Path objects for organizing and sharing pitch groups. Paths provide simultaneous representations of ordered content groups in set-class, pitch-class space, and pitch space. Paths may contain numerous PathVoices (voice leadings) and may be analyzed with both set-class similarity measures and voice leading rankings. As a reference utility, pitch groups can be searched, analyzed, and compared with a wide variety of tools

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Added: 2007-08-10 License: GPL (GNU General Public License) Price:
805 downloads
XPilotNG 4.7.2

XPilotNG 4.7.2


XPilotNG is the mother of all 2D team based space games. more>>
XPilotNG is the mother of all 2D team based space games.
XPilot NG is a multiplayer spacewar game based on the mother of all computer games: XPilot - one of the highest rated games on the linux game tome.
Xpilot is a 2D game which can be played in many modes, each man for himself, team games with carry the flag mode, a racing mode, or all out warfare with complex items such as nukes, ecm, heat seeking and smart missiles, armor, tractor beams, afterburners, warping and many more. Items are collected as powerups. Mouse or keyboard can be used to control the ship. most popular currently is team based games which involved alot of quick thinking and strategy.
XPilot NG improves XPilot in several areas. The most important improvement is the support for a new polygon based map format. The new map format allows the use of arbitrary polygons to define walls and other map constructs. Old block style maps are also supported: the server converts them to polygons automatically to take advantage of the improved wall collision detection code. Legacy XPilot clients are also supported even on new polygon maps. The server can approximate wall polygons using blocks although the approximation is not always very accurate (for obvious reasons).
XPilot NG improves the XPilot code base by removing lots of old hacks and generally cleaning up things to make further improvements easier. This clean up has made it possible for the XPilot NG development team to create a new SDL/OpenGL based client that shares much of the code and functionality of the original X client. The SDL/OpenGL client is quite usable and is tested to work on Linux, Windows and MacOS X platforms. Also, last but not least, it looks quite pretty.
Enhancements:
- SDL client: Fixed some memory leaks, e.g. one for HUD messages.
- SDL client: Texture bug fixes, should fix the bug in 4.7.1 where the ship is painted as a white box on some machines.
- Server: Put back the old behaviour that dropped mines are immune to gravity. Explanation is that they are "anchored" to the map the same way as the walls are.
- Server: New option ballCollisionDetaches (default false): Does a ball get freed by a collision with a player?
- Replays: A fix so that big old recordings dont slow down to a crawl.
- Replays: Possibility to jump forward in a recording by pressing number keys: the number pressed tells how many minutes to forward.
- Several other improvements
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Download (2.7MB)
Added: 2006-02-27 License: GPL (GNU General Public License) Price:
1335 downloads
SimGear 0.3.10/0.3.11-pre1

SimGear 0.3.10/0.3.11-pre1


SimGear is a library for rapid construction and prototyping of 3D simulation, game, and visualization programs. more>>
SimGear is a library for rapid construction and prototyping of 3D simulation, game, and visualization programs.
SimGear is a relatively new project, and while quite a bit of code has been written in conjunction with the FlightGear project, the final interface and arrangements are still evolving.
The term "Simulation Kernel" is a bit presumptuous for us at this point, but this is the direction we are heading with SimGear.
Installation:
The simplest way to compile this package is:
1. `cd to the directory containing the packages source code and type `./configure to configure the package for your system. If youre using `csh on an old version of System V, you might need to type `sh ./configure instead to prevent `csh from trying to execute `configure itself.
Running `configure takes awhile. While running, it prints some messages telling which features it is checking for.
2. Type `make to compile the package.
3. Optionally, type `make check to run any self-tests that come with the package.
4. Type `make install to install the programs and any data files and documentation.
5. You can remove the program binaries and object files from the source code directory by typing `make clean. To also remove the files that `configure created (so you can compile the package for a different kind of computer), type `make distclean. There is also a `make maintainer-clean target, but that is intended mainly for the packages developers. If you use it, you may have to get all sorts of other programs in order to regenerate files that came with the distribution.
Whats New in 0.3.11-pre1 Development Release:
- Generation of runway, taxiway, and other signs at runtime.
- Fixes for initial texture path problems.
- A waypoint position argument has been added to the route insertion method.
- Improved dynamic sun colors.
- Updated to World Magnetic Model 2005.
- A method to return the number of listeners attached to a property node.
- Miscellaneous updates to improve compiler/platform compatibility.
- A bug where deleted property nodes were falsely referenced was fixed.
- A texture cache has been added so that common textures are shared among models and dont consume separate texture memory.
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Added: 2007-06-04 License: LGPL (GNU Lesser General Public License) Price:
876 downloads
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