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GLUT. Download Code::Blocks Download the GLUT bin file (first download link) from: After you download and open the GLUT bin zip file, you will need to: Copy glut32.dll to c:\windows\system, Copy glut32.lib to c:\program files\mingw\lib, and Copy glut.h to c:\program files\mingw\include\GL. These are default locations, your paths may be different. But basically, you place the .lib and .h files in the location of your compiler (in this case mingw). The .dll file goes in the windows system directory. Now you are ready to start Code::Blocks and make a new project. Open up Code::Blocks. Select to make a new GLUT project and press Go to continue. Press Next at this menu Give a project title, and a location where to create the project and then press Next. Let Code::Blocks know where you stored your GL files, then press Next.

Leave these unchanged, and press Finish. Press OK to select the library. Return. 【原创】OPGL ES加载PNG图片为纹理 - IamEasy_Man. Spherical Textures. WorldGeneration - glp - Classes for different ways of world creation - The Game Library Project. This module delivers interfaces to generate following world generation tools Features in General Where possible, make the terrain destructible Possibility to paint directly on map (compare Bungie's Myth for terrains or valve's Half-Life for decal-style painting) An octree collision mesh divided into sectors if the maps growing big Overview Possible world generators terrain generated maps (high priority) dynamic tileset dynamic with preset hotspots and models fixed editor made map Terrain Generated Maps Relevant topics found on the Irrlicht boards A terrain scene node to generate huge maps combined with water Grass, trees and terrain effects A grass/flora density map allows combining of barren wastes with prosper greenlands Cool looking random tree generator There is a grass scene node by bitplane to somewhere on the board.

Heightmap The heightmap can be modified on runtime - consider implementing a maximum difference limit between the heights to avoid spiked terrains. Water Dynamic tiled map. Make better textures, optimising, 'power of two' and correct sizes : KatsBits TUTORIAL. There are a couple of fundamental 'rules' applicable to making content for any sort of interactive media or 'game' that need particular attention paid to them.

Whilst ignoring them won't always or necessarily 'break' a game the content is going in to, doing so will effect performance detrimentally, and to varying degrees, depending on how poorly implemented they are. The following tutorial will discuss one of the core 'rules', that of texture size, their dimensions and how that relates to a form of texture optimisation, something commonly called the "power of two" rule. What type of games use this rule ^ All of them, because it's an underlying technology requirement so it's applicable to First Person Shooter (FPS) games as much as it is to Massive Multi-player Online (MMO), Role Playing Game (RPG), or to virtual worlds or 3D chat services.

Why do I need to use 'power of two' ^ You don't, but your media most certainly does and that's regardless as to what you do to it. Conclusion ^ Advanced OpenGL Texture Mapping. Interactive 3D Graphics Course With Three.js & WebGL. When does the course begin? This class is self paced. You can begin whenever you like and then follow your own pace. It’s a good idea to set goals for yourself to make sure you stick with the course. How long will the course be available? This class will always be available! How do I know if this course is for me? Take a look at the “Class Summary,” “What Should I Know,” and “What Will I Learn” sections above. Can I skip individual videos? Yes! How much does this cost? It’s completely free! What are the rules on collaboration? Collaboration is a great way to learn. Why are there so many questions? Udacity classes are a little different from traditional courses. What should I do while I’m watching the videos? Learn actively!

OpenGL ES 2.0 Reference Pages. OpenGL ES 1.1 Reference Pages. OpenGL|ES - Carlward 的专栏. Http:... How to add OpenGL support to ATL co Interactive Techniques in Three-dimensional Scenes (Part 1): Moving 3D Objects with the Mouse using Open... Houdini是SideEffects的三维制作工具包,它在电影工业中使用较多,可能会用的人不是特别多。 但是它的流水线非常完整而且清晰,学习起来并不难,odorce有一个系列视频教程蛮不错的,可以从这里获得:odforce tutorial。 注意,这个视频应该是针对Houdini 6.x的,如果打算看就个视频学习的话,不要下载目前(2007-8)Houdini最新版本9Beta,新界面相对8.x... 之前已经了解了如何用MEL导出建好的3D模型,并且提到了重用Denis Schluchter发布的MEL Script。 OpenGL ES Registry. The Khronos Group - Connecting Software to Silicon The Khronos Group is a not for profit industry consortium creating open standards for the authoring and acceleration of parallel computing, graphics, dynamic media, computer vision and sensor processing on a wide variety of platforms and devices. All Khronos members are able to contribute to the development of Khronos API specifications, are empowered to vote at various stages before public deployment, and are able to accelerate the delivery of their cutting-edge 3D platforms and applications through early access to specification drafts and conformance tests.

OpenGL - The Industry Standard for High Performance Graphics OpenGL® is the most widely adopted 2D and 3D graphics API in the industry, bringing thousands of applications to a wide variety of computer platforms. It is window-system and operating-system independent as well as network-transparent. OpenCL - The open standard for parallel programming of heterogeneous systems. Registry. The OpenGL Registry contains specifications, header files, and related documentation for OpenGL and related APIs including GLU, GLX, and WGL. In addition to the core API specifications, many extensions to these APIs have been defined by vendors, groups of vendors, and the ARB.

The Registry also contains specifications and header files for all registered extensions, written as modifications to the appropriate core API specifications. The Registry also includes naming conventions, guidelines for creating new extensions and writing suitable extension specifications, and other documentation related to these APIs. Table of Contents Current OpenGL API, OpenGL Shading Language and GLX Specifications and Reference Pages API and Extension Header Files Because extensions vary from platform to platform and driver to driver, OpenGL developers can't expect interfaces for all extensions to be defined in the standard gl.h, glx.h, and wgl.h header files supplied with the OS / graphics drivers.

4 Reference Pages. Coding Resources. GLUT API, version 3.