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OpenGL Learning and Summary 1

1. OpenGL InstallationOpenGL is not software, as long as there is OpenGL-capable video card, we can install the appropriate driver to enable the OpenGL function of the video card. As shown below:1 sudo apt-get install build-essential2 sudo apt-get install libgl1-mesa-Dev3Dev

Lesson 2 OpenGL Rotation

Rotation: 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 what is a

Cocos2D-X source code analysis from cocos2D-X learning OpenGL (2) ---- QUAD_COMMAND, cocos2dopengl

Cocos2D-X source code analysis from cocos2D-X learning OpenGL (2) ---- QUAD_COMMAND, cocos2dopengl Personal Original, welcome to reprint, reprint please indicate the original address http://blog.csdn.net/bill_man The previous article introduced the basic rendering structure of the cocos2d-x, this article along with the previous rendering structure introduction rendering command QUAD_COMMAND command part, th

"OpenGL" Dota2 Shader Analysis (1)

Forwarding, please keep address: http://blog.csdn.net/stalendp/article/details/50953869Recently in summing up OpenGL knowledge, thought of previously searched for DOTA2 related articles: "Dota2-character Shader Masks Guide", and DOTA2 model can also be downloaded on the Internet, so it is well worth to be used as a summary of light-related knowledge. I use the ogre model to do the experiment, the effect is as follows:This shader just to summarize shad

NeHe OpenGL lession 2

NeHe OpenGL lession 2 # Include # Include # Include # Include # Include // Header file for sleeping/* ASCII code for the escape key. */# define ESCAPE 27/* The number of our GLUT window */int window;/* A general OpenGL initialization function. sets all of the initial parameters. * // * We call this right after our

OpenGL learning notes (1): State management and drawing

windowglClearColor(0.0, 0.0, 0.0, 0.0);glClearDepth(1.0);glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); ColorglColor3f(0.0, 1.0, 0.0); 2. Draw points, straight lines, and polygon Specify VertexglVertex3f(1.0, 1.0, 1.0); Geometric elementsPlace a set of vertices between glbegin () and glend () to draw geometric elements:glBegin(GL_POLYGON) glVertex3f(-1.0, -1.0, 0.0); glVertex3f(1.0, -1.0, 0.0); glVertex3f(1.0, 1.0, 0.0); glVertex

Linux OpenGL Practice-2 Creating a window

practice.The basic process of glut consists of four steps:1) initialize the glut library;2) Create GLUT window;3) Register the display () callback function;4) Enter glut main cycle;GLUT initializationBe sure to initialize the glut library before using glut. The function prototypes are:void Glutinit (int argc,char **argv);You can then set some properties of glut.Configuring Display Propertiesvoid Glutinitdi

Ubuntu + opengl program design (1) Preparations

Ubuntu + opengl program design (1) Preparations-- Lihn1987 Environment: ubuntu10.04 Creating an opengl development environment in ubuntu should be equivalent to esay. As shown below Install the basic library sudo apt-get install build-essential Install opengl toolbox Sudo apt-get install freeglut3-dev Finished

A simple example of an easy introduction to OpenGL programming (1)

)Glend ()//triangle End Glflush ()//force OpenGL function to run in a limited time} void Myreshape (Glsizei w,glsizei h){Glviewport (0,0,W,H)//Set viewport Glmatrixmode (gl_projection)//indicates that the current matrix is gl_projectionGlloadidentity ()///To replace the current matrix with a unit array if (w Gluortho2d ( -1.0,1.5,-1.5,1.5* (glfloat) h/(glfloat) w);//define two-dimensional face projection matrixElseGluortho2d ( -1.0,1.5* (glfloat) w/(g

Change the error code after qt4 In the QT OpenGL Chinese tutorial (1)

creator3.1.1 + freeglut3(For the configuration process, refer to the previous blog) Correction 1: As in the previous tutorial, it is the most basic correction. Basically, the code of each tutorial must be corrected with error 1. Correction 2: the first three tutorials only need to be corrected by correction 1. All of

OpenGL Red Book Learning notes (1)

The main actions that OpenGL performs when rendering images in a scene:1. Create a shape from a geometry to establish a mathematical description of the object (OpenGL puts points, lines, polygons, and bitmaps as basic primitives)2. Arrange the objects in three-dimensional space and choose to observe the perspective in

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 learning notes (2): View

position and direction: rotation, movement, and scaling. View TransformationView transformation is equivalent to fixing the camera on a tripod and aligning it with the scene Projection TransformationProjection Transformation is equivalent to selecting the camera lens, that is, determining the field of view View TransformProjection Transformation specifies the ing mechanism, and the viewport transformation determines the shape of the valid screen area. General functionsvoid glMatrixMode(GLen

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

OpenGL tutorial (4) shader (1)

/2415141.html 1. vertex processor. In this phase, the shader operation is performed on each vertex. The number of vertices is specified in the draw function. Vertex shader does not have any body element semantics. It only targets vertex operations, such as coordinate space changes and texture coordinate changes. Each vertex must execute the vertex shader and cannot skip this stage. After the vertex shader is executed, the vertex enters the next stage

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_text

Opengl ES 1.x NDK Instance Development eight: rotated texture pyramid

Introduction to the development framework see: One of Opengl ES NDK Instance development: building a development frameworkThis chapter draws a rotated texture pyramid based on the sixth chapter (six: Texture mapping) of the Opengl ES 1.x NDK instance development, with the same principle as texture mapping, and it is important to note that the vertex arrays and te

Goto: Getting Started with OpenGL (2)

1, about the pointPointThe sizedefault is 1 pixels, but it can also be changed. Change the command forglpointsizeItsfunction PrototypesAs follows:void Glpointsize (glfloat size);Size must be greater than 0.0f and the default value is 1.0f, in pixels.Note: For specific OpenGL implementations, there is a limit to the size of the point, and if you set a size that ex

My OpenGL Learning Record 1

of times the left mouse button has been clickedGlfloat loc [100] [2] = {0}; // array of coordinate records // Display the callback functionVoid mydisplay (void){Glclear (gl_color_buffer_bit );For (INT I = 0; I {Glcolor3f (0.0, 1.0, 1.0 );Glbegin (gl_polygon );Glvertex2f (loc [I] [0], Loc [I] [1]);Glvertex2f (loc [I] [0], Loc [I + 1] [

OpenGL tutorial (23) Shadow Mapping (1)

) { glActiveTexture(TextureUnit); glBindTexture(GL_TEXTURE_2D, m_shadowMap); } We will switch between the shadow map and the default framebuffer. The first output is shadow map and the second output is framebuffer. The above two functions are used to execute this function. The following is the code for Vs and FS (PS) during shadow map rendering during the first rendering: Shadowmap. # Version 400Layout (location = 0) in vec3 position;Layout (location = 1

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