Download An Interactive Introduction to OpenGL Programming by Dave Shreiner, Ed Angel, Vicki Shreiner PDF

By Dave Shreiner, Ed Angel, Vicki Shreiner

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Extra resources for An Interactive Introduction to OpenGL Programming

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This change of representations is described by a transformation matrix (the ModelView matrix). Similarly, the projection matrix converts from camera coordinates to window coordinates. 35 An Interactive Introduction to OpenGL Programming Affine Transformations Want transformations which preserve geometry • lines, polygons, quadrics Affine = line preserving • Rotation, translation, scaling • Projection • Concatenation (composition) 36 The transformations supported by OpenGL are a special class that is important for graphical applications and for problems in science and engineering.

61 An Interactive Introduction to OpenGL Programming Double Buffering CPU Raster DL Frag FB Texture Pixel 1 Front Buffer Per Vertex Poly. 2 1 4 8 16 2 4 8 16 Back Buffer Display 62 Double buffer is a technique for tricking the eye into seeing smooth animation of rendered scenes. The color buffer is usually divided into two equal halves, called the front buffer and the back buffer. The front buffer is displayed while the application renders into the back buffer. When the application completes rendering to the back buffer, it requests the graphics display hardware to swap the roles of the buffers, causing the back buffer to now be displayed, and the previous front buffer to become the new back buffer.

0 ); } 52 Using the viewport width and height as the aspect ratio for gluPerspective eliminates distortion. 0 ); } 53 Moving all objects in the world five units away from you is mathematically the same as “backing up” the camera five units. 5; glViewport( 0, 0, (GLsizei) w, (GLsizei) h ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); … continued … 54 In this routine, we first compute the aspect ratio (aspect) of the new viewing area. 0 ) { left /= aspect; right /= aspect; } else { bottom *= aspect; top *= aspect; } glOrtho( left, right, bottom, top, near, far ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); } 55 Continuing from the previous page, we determine how to modify the viewing volume based on the computed aspect ratio.

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