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Android 3D Game Study Notes (1)-OpenGL Basics

Small man (Bill man) Personal Original, welcome to reprint, reprint please indicate the address, small man (Bill man) column address http://blog.csdn.net/bill_man 1. OpenGL ES OpenGL ES (OpenGL for Embedded System) is a subset of OpenGL designed for embedded devices. It also

OpenGL system design-display list (3)

Nested display list To support more complex plotting, the display list also supports nesting. That is, when creating a display list using glnewlist () or glcalllists () call the defined display list. Theoretically, the number of nested layers in the generated list can be 2 ^ 31-2, but in fact there are two reasons why this is not supported. First, when the number of nested layers increases, it takes a lot of resources and time to create a display list. Second, even if you can create multi-level

Use Ubuntu to develop OpenGL program 1

the http://wiki.ubuntu-tw.org/index.php? Title = howto_install_opengl_development_environment)# Include Void Init ();Void display (); Int main (INT argc, char * argv []) {Gluinit ( argc, argv );Fig );Gluinitwindowposition (0, 0 );Gluinitwindowsize (300,300 ); Valley createwindow ("OpenGL 3D view "); Init ();Gludisplayfunc (Display ); Glumainloop ();Return 0;} Void Init (){Glclearcolor (0.0, 0.0, 0.0, 0.0 );Glmatrixmode (gl_projection );Glortho (-5,

OpenGL ES 3.0 Vertex coloring tool (1), opengles

OpenGL ES 3.0 Vertex coloring tool (1), opengles OpenGL ES 3.0 Flowchart 1. Vertex Shader (Vertex Shader) Vertex coloring implements a general programmable method for vertices. The vertex shader inputs include the following: • Shader program. Source Code or executable program of the vertex coloring program, which desc

Nehe OpenGL Tutorial Lesson Three: Color rendering

Go from "translation" Nehe OpenGL tutorialObjectiveStatement, this Nehe OpenGL tutorial series of articles by 51 blog Yarin translation (2010-08-19), this blog for reprint and a little collation and modification. Thank you for compiling Nehe's OpenGL pipeline tutorial, as we

Texture ing: Jeff molofee (nehe)'s OpenGL tutorial-Lesson 6

status = false; // Status Indicator Now we create an image record that stores bitmap. The record contains the width, height, and data of the bitmap. Aux_rgbimagerec * textureimage [1]; // create a texture Bucket Clear image records and make sure the content is empty. Memset (textureimage, 0, sizeof (void *) * 1); // set the pointer to null Now load the bitmap an

Nehe OpenGL tutorial (23)

generate coordinates for these ry, and then select the sphere ing texture and draw the ry. Finally, set the OpenGL status to the normal mode. Int drawglscene (glvoid){Glclear (gl_color_buffer_bit | gl_depth_buffer_bit );Glloadidentity (); // resets the view Gltranslatef (0.0f, 0.0f, Z ); Glable (gl_texture_gen_s); // automatically generates the S-direction texture coordinate.Glable (gl_texture_gen_t); // automatically generates T-direction texture co

"OpenGL" Dota2 Shader Analysis (1)

/unity/diffuse_reflection3) Smooth Specular highlights:https://en.wikibooks.org/wiki/cg_programming/unity/smooth_specular_highlights4) Specular Highlights:https://en.wikibooks.org/wiki/cg_programming/unity/specular_highlights5) Silhouette Enhancement:https://en.wikibooks.org/wiki/cg_programming/unity/silhouette_enhancement6) Applying Matrix transformations:https://en.wikibooks.org/wiki/cg_programming/applying_matrix_transformations====== Rim ======7) Rim light:http://in2gpu.com/2014/07/02/rim-li

Basic OpenGL concepts 5-texture Paster 1

1. Create a texture imageOpenGL requires that the texture height and width must both be the Npower of 2. This texture image is valid only when this condition is met. Once the pixel value is obtained, we can pass the data to OpenGL to generate a texture map for OpenGL:Glgentextures (1, @ texture );Glbindtexture (gl_texture_2d, texture );Glteximage2d (gl_texture_2d

Nehe OpenGL tutorial (28th)

between 0 and 1.Point_3d Bernstein (float U, point_3d * P ){Point_3d A, B, C, D, R; A = pointtimes (POW (u, 3), P [0]);B = pointtimes (3 * POW (u, 2) * (1-u), P [1]);C = pointtimes (3 * u * POW (

Nehe OpenGL tutorial (6)

, texture [0]) tells OpenGL that we want to generate a texture name (if you want to load multiple textures, increase the number ). It is worth noting that at first we use gluint texture [1] to create a texture storage space. You may think that the first texture is stored in texture [1, but this is wrong. The correct address is texture [0]. Similarly, if gluint

Nehe OpenGL Tutorial Lesson five: 3D space

Go from "translation" Nehe OpenGL tutorialObjectiveStatement, this Nehe OpenGL tutorial series of articles by 51 blog yarin Translation (2010-08-19), this blog for reprint and a little collation and modification. Thank you for compiling Nehe's OpenGL pipeline tutorial, as w

Nehe OpenGL Tutorial Lesson 39th: Physical Simulation

applied to the objectvirtual void Solve ()//Set Current force{for (int a = 0; a Masses[a]->applyforce (gravitation * masses[a]->m);}The following class creates an object that is subjected to a force proportional to the distance:Class Massconnectedwithspring:public Simulation{Publicfloat springconstant; Elasticity coefficientVector3D Connectionpos; Connection directionMassconnectedwithspring (float springconstant): Simulation (1, 1.0f)//constructors{T

Nehe OpenGL tutorial (9)

file exists If (File) // does the file exist?{Fclose (File); // close the file handleReturn auxdibimageload (filename); // load the bitmap and return the pointer}Return NULL; // If loading fails, null is returned.} The following code (call the code above) loads the bitmap and converts it to a texture. The variable is used to track whether the texture has been loaded and created.Int loadgltextures () // load bitmap and convert it to texture{Int status = false; // Status Indicator Aux_rgbimagerec

Original Basic OpenGL Tutorial (i) Polygon drawing

1. OpenGL development Environment Construction Reference http://brothergrup.iteye.com/blog/16024712. Fill the color of the triangle:The Fill color function for Glcolor (3/4) * (R,G,B) 3 or 4 means that the numeric type rgb/rgba;* represents Rgba (B,i.) will eventually be mapped to [0-

Nehe OpenGL tutorial (4)

Lesson 1Rotation: In this lesson, I will teach you how to rotate triangles and quadrilateral. The triangle in the left graph rotates along the Y axis, and the Quadrilateral rotates along the X axis.In the previous lesson, I will teach you how to color triangles and quadrilateral. This lesson will teach you how to rotate these color objects around the axis.In fact, you only need to add a few lines to the code of the previous lesson. Next I will rewrite the entire routine. So that you can know wha

OpenGL Tutorial Translator 13th lesson camera space

(M_camera. Target,m_camera. UP);Persprojtrans.initpersprojtransform (M_persproj.fov,m_persproj.width, M_persproj.height, M_persProj.zNear, m_ PERSPROJ.ZFAR);M_transformation = Persprojtrans *camerarotatetrans * Cameratranslationtrans * Translationtrans *Rotatetrans * Scaletrans;Return m_transformation;}Let's be more new to a function of the complete change matrix of an object. Now just adding two new matrices about the camera has become quite complex. After completing the transformations in the

OpenGL tutorial (5) shader (2) uniform variable

program handle and the uniform variable name. If the function is successfully called, the index value is returned. If the function fails,-1 is returned. It is also important to check the returned value for errors. This ensures that the shader value is correctly updated. In both cases, the function fails to be called. The first one is the misspelling of the variable name or the optimization operation performed by compiler. In this case, the correct in

Android OpenGL ES concise development tutorial 05

: public void draw(GL10 gl) { gl.glColor4f(0.5f, 0.5f, 1.0f, 1.0f); super.draw(gl);} Change the Square type of openglrenderer to flatcoloredsquare. private FlatColoredSquare square=new FlatColoredSquare(); Compile and run. The color of the square turns blue: SmoothColoring (smooth color transition) When a color is defined for each vertex, OpenGL automatically generates an intermediate transition color (gradient) between different vertex colors ). Add

OpenGL tutorial (6) Translation Transformation

translated, but the vector cannot. The code of the program is as follows: struct Matrix4f { float m[4][4]; }; We add a 4x4 matrix structure in math_3d.h to define the coordinate matrix of objects. GLuint gWorldLocation; We use this OpenGL handle to access the world variation matrix uniform variable in the shader. It is called the World variation matrix because our translation operations are performed in the world coordinate system. Matrix4f World; W

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