closer to the screen smooth. The third texture (texture 2) uses the mipmapped filtering method, which creates a texture with excellent appearance. Based on our usage type, the values of the filter variables are equal to 0, 1, or 2. Next we start with the first texture.Gluint texture [3] allocates storage space for three different textures. They are located in texture [0], texture [
are fully used. Wait... let's talk about it later.All we have to do is set the color one-time to the color we want to use (in this example, we use blue), and then draw the scene. Every vertex is blue, because we didn't tell OpenGL to change the color of the vertex. The final result is a square in blue. Again, the clockwise square means we see the back of the Quadrilateral.
Glcolor3f (0.5f, 0.5f, 1.0f); // set the current color to blue at a time.Glbeg
to, and using the same iterative method for the next judgment. In addition to drawing lines and circles, you can also draw ellipses, hyperbolic curves, and so on.There is a little more experience is that this problem must be seen in foreign forums to find a good explanation.Code:#include #includevoidMyinit (void) {Glclearcolor (1.0f,1.0f,1.0f,0.0f); glcolor3f (1.0,0.0,0.0); Glmatrixmode (gl_projection); Glloadidentity (); Gluortho2d (0.0,500.0,0.0,500.0); Glmatrixmode (Gl_modelview);}void
straight lineA point is painted as true, and if 0, the factor points that should be drawn on the line will be painted as virtual.Here are some examples:Disclaimer: The picture is from www.opengl.org, which is the drawing of the book "OpenGL Programming Guide", due to the old version of the book (first edition,1994) is already circulating in the network, I hope not to touch the copyright issue.Example code:void Mydisplay (void){Glclear (Gl_color_buffe
been explained at the beginning of the article
// Caching using vertex buffer objects
int VBO, VAO;
Glgenvertexarrays (1, VAO);
Glgenbuffers (1, VBO);
// buffering objects for binding
Glbindvertexarray (VAO);
Glbindbuffer (Gl_array_buffer, VBO);
Use of Buffered objects
1 //Copy the defined vertex data into buffered memory2 /
the camera position and specify it through the point pointed by the camera. You also need to specify an upward vector. For convenience, the vector is usually set to (0, 1, 0) or the Y axis in the coordinate system.
Void glulookat (gldouble eyex, gldouble eyey, gldouble Eyez,
Gldouble ATX, gldouble Aty, gldouble atz,
Gldouble UPX, gldouble upy, gldouble upz)
// Determine a matrix that can be used for camera positioning and targeting. The parameters in
, the color cache is bound to gl_color_attachment0, but our FBO doesn't even contain a texture buffer, so it's best to tell OpenGL exactly what we're doing. The parameters available for this function are Gl_none and gl_color_attachment0 to Gl_color_attachmentm, ' m ' Is (gl_max_color_attachments–1). These parameters are valid only for FBOs. If the default framebuffer is used, then the valid parameters are G
This time, OpenGL is used to draw a circle, and a solid pentagram is drawn in the middle.
1. Draw solid five corners:
Since the previous use of polygen painting will fail, maybe the GPU hardware will be different, so the use of polygen to draw a solid five-pointed star is not reliable;
Therefore, polygen is not required to draw a star using a triangle.
2 circles
Because there is no circular shape
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
First compile and run a simple example so we can have an intuitive impression. From this example we can see what OpenGL can do, and of course This example does just one simple thing-draw a colored triangle. In addition, we can see the typical OpenGL program structure and the operation sequence of OpenGL.
Example 1: Th
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 the following tutorials need to be checked fo
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
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
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
vertex.
3. the Clipper stage is also called the cropping stage. This is a fixed pipeline module. It uses six face elements of the cropping space for cropping, and the parts outside the cropping space will be removed, in this case, a new vertex and a new triangle may be generated. You can also define your own cropping plane to crop the cropped triangle. The cropped triangle will be uploaded to the grating stage. [Note: Prior to clipper, there will be
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
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
Cocos2d shader is almost directly with the GPU, similar to Flash Stage3D (AGAL), but no AGAL so disgusting, do not need to write assembly language directly. and fragment shader and flash pixelbender similar.This article takes Cocos2d-js as an example, but cocos2dx other versions are the same, but the function name is slightly different.Of course, you have to review or learn the principles of the GPU, at least to know vertex shader and fragment shader role and difference.You can see the descripti
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