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OpenGL Programming Guide (Addison-Wesley Publishing Company): Ta

OpenGL Programming Guide (Addison-Wesley Publishing Company): Ta
OpenGL Programming Guide or 'The Red Book' About This Guide Chapter 1: Introduction to OpenGL Chapter 2: Drawing Geometric Objects Chapter 3: Viewing Chapter 4: Display Lists Chapter 5: Color Chapter 6: Lighting Chapter 7: Blending, Antialiasing, and Fog Chapter 8: Drawing Pixels, Bitmaps, Fonts, and Images Chapter 9: Texture Mapping Chapter 10: The Framebuffer Chapter 11: Evaluators and NURBS Chapter 12: Selection and Feedback Chapter 13: Now That You Know Appendix A: Order of Operations Appendix B: OpenGL State Variables Appendix C: The OpenGL Utility Library Appendix D: The OpenGL Extension to the X Window System Appendix E: The OpenGL Programming Guide Auxiliary Library Appendix F: Calculating Normal Vectors Appendix G: Homogeneous Coordinates and Transformation Matrices Appendix H: Programming Tips Appendix I: OpenGL Invariance Appendix J: Color Plates Glossary (not included in this version) This easily downloadable version was compiled by UnreaL with help by AsKewl.

http://fly.srk.fer.hr/~unreal/theredbook/

OpenGL Lesson #42 Welcome to another fun filled tutorial. This time I will show you how to display multiple viewports in a single window. The viewports will resize correctly in windowed mode. Two of the windows use lighting. One of the windows is Ortho and three are Perspective. Tutorials:3ds Loader - Spacesimulator.net Author: Damiano Vitulli It's now time to say goodbye to our dear cube! In this lesson we will develop a routine to load 3ds objects, a very popular file format on the internet and supported by various 3d modelers.

Exceptional Learning Experiences Support-PlatformSpecifics-VisualStudio osg Follows are details on usage of OpenSceneGraph from source packages. These are useful if you want to always stay up to date with the newest OSG sources from the SVN repository, or to use an OSG release that has no binaries. If you don't want this, you can probably use precompiled binaries from the Downloads page. In that case, you can use Dwight House's simplified tutorial for installing OSG for Visual Studio 2005 on Windows XP using the pre-compiled binaries. Umit Uzun has also contributed quick OSG 2.4 installation on Visual Studio 2003.Paul Martz Turning a Windows System into an OSG Development Platform : OpenVG OpenVG is an API designed for hardware-accelerated 2D vector graphics. Its primary platforms are mobile phones, gaming & media consoles and consumer electronic devices. It was designed to help manufacturers create more attractive user interfaces by offloading computationally intensive graphics processing from the CPU onto a GPU to save energy. OpenVG is well suited[citation needed] to accelerating Flash and mobile profile of SVG sequences.

Higher Level OpenGL Libraries There are numerous Windowing system and interface libraries available for OpenGL as well as Scengraphs and High-level libraries build on top of OpenGL About GLUTGLUT is the OpenGL Utility Toolkit, a window system independent toolkit for writing OpenGL programs. It implements a simple windowing application programming interface (API) for OpenGL. GLUT makes it considerably easier to learn about and explore OpenGL Programming.Other GLUT-like Window System ToolkitsLibraries that are modeled on the functionality of GLUT providing support for things like: windowing and events, user input, menuing, full screen rendering, performance timingAbout GLX, GLU & DRI GLX is used on Unix OpenGL implementation to manage interaction with the X Window System and to encode OpenGL onto the X protocol stream for remote rendering.

OpenGL Coordinate System Tutorial (Camera, Plane, Basics) In this tutorial I will explain how the OpenGL Coordinate System works. You will also learn about Perspective Projection and Orthographic Projection (the latter is used for technical renderings like autocad, the former is used for video games, or interactive graphics rendering). This tutorial puts the basic pieces of the 3D graphics puzzle together. This could be really useful for those who are starting out to learn about computer graphics and how it all works. project 1. Introduction AmanithVG is a commercial implementation of OpenVG 1.1 and 1.0.1, the application programming interface (API) for hardware accelerated 2D vector and raster graphics, created by the Khronos group. OpenGL Lesson #31 Model Rendering Tutorial by Brett Porter (brettporter@yahoo.com) The source for this project has been extracted from PortaLib3D, a library I have written to enable users to do things like displaying models with very little extra code. But so that you can trust such a library, you should understand what it is doing, so this tutorial aims to help with that. The portions of PortaLib3D included here retain my copyright notices. This doesn't mean they can't be used by you - it means that if you cut-and-paste the code into your project, you have to give me proper credit.

ShivaVG: open-source ANSI C OpenVG Vector graphic algorithms on CPU are more or less reaching their limits and the only hope to get software like Adobe Illustrator speeded up is probably by installing a faster processor into your PC. I've started an open-source project for a vector-graphics drawing library that would use hardware acceleration already a year ago under the name libShiva. However, it never took up really well and recently I realized why. Basically, it's the same problem as with other current open-source vector-graphics APIs that utilize graphic card.

sauvage - Iceweasel sauvage sauvage is a Python library that displays SVG graphics using OpenGL, and is used to implement demanding interaction techniques, such as ZUI, or see-through tools. It is available on unix platforms (Linux, MacOSX) and should work on Windows, under the LGPL license. sauvage is build upon svgl concepts (a previous library I wrote in c++), but does not use code from it. Instead, sauvage is written in python, as it allows easier modification when I have new ideas on how to implement things (no compilation, no static typing when I don't need it, etc.).

OpenGL GUI Application - Iceweasel This article is about a MVC (Model-View-Controller) framework to create OpenGL GUI applications on Windows platform. MVC architecture is a common design framework for GUI applications, and is used in many GUI libraries, such as .NET, MFC, Qt, Java, etc. The major benefits of this MVC framework are the complete separation of system-independent OpenGL calls from Windows system and the universal message router for multiple windows. Download: glWinSimple.zip, glWin.zip Overview A diagram of MVC design

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