Ports Search

Results 1,2711,280 of 1,309 for /graphics/.(0.003 seconds)
x11-wm/blackbox-0.70.1 (Score: 0.013477631)
Small and fast window manager for X11R6
Blackbox is the fast, lightweight window manager for the X Window System you have been looking for, without all those annoying dependencies. It is built with C++ and contains completely original code (even though the graphics implementation is similar to that of Window Maker). Blackbox is written to the NetWM specification, which allows integration with modern desktop managers including KDE and Gnome. The port also provides root window changing tools, bsetroot and bsetbg, that can be installed alone, without the window manager and accompanying files.
x11/libsx-1.1 (Score: 0.013477631)
Simple X11 library
Libsx is a library of code that sits on top of and to the side of the Athena widget set. Its purpose is to make writing X applications *much* easier. To accomplish this, libsx encapsulates a large portion of the uglier details that arise while programming in X and it fills in some gaps that exist with the Athena Widget set (such as a widget for drawing graphics); libsx tries to simplify the common case down to a single function call with only a few arguments.
x11/xloadimage-4.1.21 (Score: 0.013477631)
X11 Image Loading Utility
This utility will view several types of images under X11, or load images onto the root window. The current version supports: Native Image File Format (NIFF), Sun Rasterfile, GIF Image, JFIF-style JPEG Image, Portabel Network Graphics (PNG), TIFF image, FBM Image, CMU WM Raster, Portable Bit Map (PBM, PGM, PPM), Faces Project, Utah RLE Image, X Window Dump, Sun Visualization File Format, McIDAS areafile, VICAR Image, PC Paintbrush Image, GEM Bit Image, MacPaint Image, X Pixmap, X Bitmap. A variety of options are available to modify images prior to viewing. These options include clipping, dithering, depth reduction, zoom, brightening or darkening, and image merging.
games/q3cellshading-1.0 (Score: 0.012706832)
Quake III engine with Cell Shading capabilities
The goal of this project is to add Cell Shading capabilities to the Quake III engine with real-time performance. In order to provide such feature we have decided to use Kuwahara filter, a noise-reduction filter that preserves edges. It uses four subquadrants to calculate the mean and variance and chooses the mean value for the region with the smallest variance. To increase the hand-painted effect we have decided to apply a simple blur filter to reduce hard-edges on textures and increase the flatness effect. To produce the cell shading effect we use no graphics card shaders, so our implementation could run with almost any graphics card. The edge effect is produced by painting backface polygons with a thick wireframe without textures and repaint all the scene, but this time, with textures. We have also implemented a different algorithm (we call it White Texture), which uses white textures. You can set the console variable r_celshadalgo to 2, and load another map, or run using the appropriate link that came with the release.
archivers/deutex-4.4.0 (Score: 0.011231359)
WAD file manipulator for Doom, Heretic, Hexen, and Strife
DeuTex is a tool to work with WAD files for Doom, Heretic, Hexen, and Strife. It can be used to extract the lumps from a WAD and save them as individual files. Conversely, it can also build a WAD from separate files. When extracting a lump to a file, it does not just copy the raw data, it converts it to an appropriate format (such as PPM for graphics, Sun audio for samples, etc.). Conversely, when it reads files for inclusion in PWADs, it does the necessary conversions (for example, from PPM to Doom picture format). In addition, DeuTex has functions such as merging WADs, etc. If you're doing any WAD hacking beyond level editing, DeuTex is a must.
audio/libnoise-1.0.0 (Score: 0.011231359)
Generates three-dimensional coherent noise
libnoise is a portable C++ library that is used to generate coherent noise, a type of smoothly-changing noise. libnoise can generate Perlin noise, ridged multifractal noise, and other types of coherent-noise. Coherent noise is often used by graphics programmers to generate natural-looking textures, planetary terrain, and other things. The mountain scene shown above was rendered in Terragen with a terrain file generated by libnoise. You can also view some other examples of what libnoise can do. In libnoise, coherent-noise generators are encapsulated in classes called noise modules. There are many different types of noise modules. Some noise modules can combine or modify the outputs of other noise modules in various ways; you can join these modules together to generate very complex coherent noise.
emulators/generator-0.35.r4 (Score: 0.011231359)
SEGA Genesis emulator
SEGA Genesis emulator Modified version of Generator by James Ponder based on version 0.35. Additional features: * Support for BZIP2, GZIP and ZIP compressed ROMs. * Support for X11's XVideo hardware acceleration by SDL for faster and smoother graphics. * Fullscreen support with or without the classic color frame. * SDL audio support (in favour of OSS Audio) which means you can use ESound and others for sharing the sound device among other applications. * Optional mute playing i.e., if you don't have a soundcard or the soundcard is busy you can still play. * Support for 48kHz sample rate (needs driver support). * Automagic CPU usage reduction which is especially cool for notebooks. * Working support for Game Genie codes.
games/alephone-20150620 (Score: 0.011231359)
The open source version of Bungie's Marathon game
Aleph One is the open source version of Bungie's Marathon game. Marathon is a three-part, first-person shooter series that was published by Bungie Software. The complete Marathon trilogy consists of "Marathon", "Marathon 2: Durandal", and "Marathon Infinity". The hallmark of the series is the detailed story-line that unfolds throughout the game. After Bungie released the source code to the Mac OS version of Marathon, the Aleph One project was created to enhance the software and port it to other operating systems. As AlephOne has matured, so have the user-contributed scenarios, some which far surpass the original Marathon game scenarios themselves. Aleph One is OpenGL-accelerated, but performs well without OpenGL if you do not have a graphics card with the appropriate functionality (you need to use the -g/--nogl option).
games/btanks-0.9.8083 (Score: 0.011231359)
Fast 2D tank arcade game with multiplayer and split-screen modes
Battle Tanks is a funny battle on your desk, where you can choose one of three vehicles and eliminate your enemy using the whole arsenal of weapons. It has original cartoon-like graphics and cool music, its fun and dynamic, it has several network modes for deathmatch and cooperative -- what else is needed to have some fun with your friends? And all is packed and ready for you in Battle Tanks. Some of the game highlights: * Three vehicles: tank, Shilka, and rocket launcher, each having its special features * Lots of weapons: four types of ammo, six types of rockets, landing troops, mines, etc. * 13 multiplayer maps (nine ones for deathmatch and four ones for cooperative mode) in different locations such as city, village, forest, desert, etc. * Game world that reacts on player: roads have traffic, buildings can be destroyed, weather effects are simulated * Lots of war objects: troops, vehicles, helicopters, etc. * Keyboard and gamepad are supported * Dedicated server mode (headless)
games/darkplaces-20140513 (Score: 0.011231359)
Quake engine modification
Dark Places is a Quake modification I have built over the course of 6 years on and off experimenting, it got somewhat of an overhaul when the Quake engine source code was released, and I began developing a custom OpenGL-only engine for it and other mods, which supports Windows WGL and Linux GLX, and has greatly improved graphics and image quality. It can not easily be described, as it is simply an improved Quake, not a total conversion (yet, anyway). The realism of shell casings falling to the floor, much improved bullet impacts, 32bit color alpha blended explosions, blood flying everywhere and sticking to the walls... Behind the scenes the code has changed a great deal, I was not content with the original QuakeC code, and I have greatly changed the engine while maintaining compatibility with normal Quake modifications.