
The original incentive of OmniGraphics project is creating an easy-to-use, human-intuitive and reusable graphics library for software developer, to quickly create interactive, rich graphics application and game software. After years of evolution, more functionalities for 2D and 3D graphics manipulation have been implemented, and more programming language, operating system and hardware acceleration support have been added.
Particularly, seeing the significant popularity of
mobile device in consumer electronic market in recent year, OmniGraphics has
been regrouped into different editions to support vast variety devices, such as
desktop PC, handheld PDA, or cell-phone.
FEATURES & BENEFITS
Powered by object-oriented programming language and advanced software development
technologies, OmniGraphics is constructed with high-level graphics commands
which hides the tenebrous low-level graphics routine calling for developer,
and changes the codes into descriptive instructions.
Powered by advanced 2D and 3D graphics technology and hardware acceleration, OmniGraphics is suitable for creating any graphics application requiring maximum performance, from 2D image to 3D real-time animation, CAD/CAM/CAE, medical imaging, entertainment or any kind of visual simulation. Also for a specific device, OmniGraphics always tries to gain maximum performance by exploiting the device-specific optimization techniques.
OmniGraphics is constructed with high-level graphics commands and provides developer a consistent and intuitive programming interface in portable languages such as C++ and Java, for different device ranging from Desktop PC to PDA ( Windows Mobile, Palm ) and cell-phone. As a result, after finish one version of application, the developers can quickly derive a new version running on different device. OmniGraphics is a cost-effective solutions for graphics-intensive application.
| EDITIONS | Desktop PC Edition | Java Edition | Windows Mobile Edition | Palm Edition | Mobile Phone Edition | |||
| Win32 edition | DirectX edition | .NET edition | ||||||
| Programming Language | C/C++ | C/C++ | C#, VB, JScript, J# | Java | C/C++ | C/C++ | Java | |
| Device | Desktop/Laptop PC | Desktop/Laptop PC | Desktop/Laptop PC | Java-enabled Computer | Windows Mobile | Palm PDA | Java ME Mobile Phone | |
| Operating System | Windows 9x/NT/2K/XP | Windows 9x/2K/XP | Windows 2K/XP | Java-enabled OS/Browser | Windows CE 3+ | Palm OS 3.5+ | ||
| Additional Runtime Environment Requirement | DirectX 8 | DirectX 8 | Java VM 1.1+ | Java ME CLDC 1.1 / MIDP 2.0 | ||||
| Web-embedding Support | Internet Explorer 5+, As SctiveX Control | Internet Explorer 5+, As SctiveX Control | Internet Explorer 6+, As .NET WinForms | Netscape 4+, Internet Explorer 4+, As Java Applet | ||||
| Hardware Acceleration Support | |
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| Raster Graphics Support | Sprite | |||||||
| 2D Graphic | |
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| 3D Graphic | |
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| Vector Graphics Support | Inherits from GDI | Inherits from GDI | Inherits from GDI.NET | Inherits from Java2D | Inherits from GDI | Inherits from Palm OS | Inherits from Java ME | |
| Game Programming Support | Sound / Music | |||||||
| Network Support for Multiplayer | ||||||||
| Recommended IDE Tools | Visual C++ | Visual C++ | Visual Studio .NET | JBuilder, VisualAge for Java, VisualCafe, Kawa, Visual J++ | eMbedded Visual C++ | CodeWarrior for Palm, Falch.net DeveloperStudio | JBuilder MobileSet, Sun Wireless Toolkit, Forte for Java | |

| Edition | Minimum Sys Requirements | How to Get |
| Win32 Edition | Pentium II, 200 MHz Intel CPU, 32M RAM, Windows 9x/NT/2000/XP | Download |
| Windows Mobile Edition | Windows Mobile, ARM CPU, 32M RAM, Windows Mobile 2000/2002/2003/5.0 | Download |
| Palm OS Edition | Palm PDA, Palm OS 3.5 | Coming Soon |
| Java Edition | Java VM / Runtime 1.1.8 | Coming Soon |
This demo shows you: Sprite Graphics, Interactive GUI construction based on Sprite, Using of templates to build up scene, Sprite-based GUI component such as hyper link, command button, radio button, checkbox, Loading and using sound in template.
This demo shows you: 2D image transformation, such as rotation, scale, flipping, mirroring, Texture Animation.
This demo shows you: 2D image rendering effect, such as alpha channel, transparency, emissive color. Using 2D-based graphics to build up a scene.
This demo shows you: Loading 3D Model from a 3DS file, 3D rendering effect such as chrome-surface with specular color and reflection mapping, Transparent material rendering, Front plane clipping on 3D model.
This demo shows you: 3D rendering effect such as specular color, tansparency, reflection map, alpha channel.
This demo shows you: Emissive color, LOD object for real-time rendering improvement, Back plane clipping, Environment-disabled object, Dynamic light map building.
This demo shows you: Billboard objects along a axis or on a point, Texture animator and model animator, Object's clone.
This demo shows you: Loading a very huge 3D model to test the maximum 3D rendering performance and run-time memory consumption.
This demo shows you: Building a 3D game prototype with OmniGraphics, Game Button Control, 3D Camera, Natural Scene Construction, Environment Effect, Kinetic characteristic simulation, 3D model collision detection.