OpenGL Tutorial Translator 13th lesson camera SpaceOriginal Address: http://ogldev.atspace.co.uk/(source code please download from the original page)BackgroundIn the last few sections we see two types of vertex transformations. The first type of transformation is to change the position of the object (pan), rotate, dimension (indent). These transformations allow u
Original post address: http://ogldev.atspace.co.uk/www/tutorial13/tutorial13.htmlIn the previous tutorial, we used the default camera coordinates at the origin of the 3D coordinates. In this tutorial, we will start to discuss how to place the camera at any position in the 3D space, so that we can conveniently observe o
Original post address: http://ogldev.atspace.co.uk/www/tutorial14/tutorial14.html
In the previous tutorial, we placed the camera in a fixed position in the 3D space. In this chapter, we tried to control the camera and move it in any direction in the 3D space. We use a keyboard to control the camera's position and a mouse to change the camera's lookat direction, w
Original address: http://android.xsoftlab.net/training/graphics/opengl/projection.html# #transformIn the OpenGL ES environment, the projected camera view simulates the drawing as a physical trait seen in reality. This physical simulation is achieved by changing the numerical coordinates of the object:
Projection-This is achieved based on the Glsurfacevie
This article illustrates the Android triangle on Glsurfaceview based on OpenGL and the use of projection and camera view methods. Share to everyone for your reference, specific as follows:
Defining triangles
OpenGL allows us to use three-dimensional coordinates to define an object. Before we draw a triangle, we need to define the coordinates of its various poin
Define triangle
OpenGL allows us to use 3D coordinates to define objects. Before creating a triangle, we need to define the coordinates of each vertex. We generally use arrays to store the coordinates of each vertex.
OpenGL ES defaults to [0, 0] (X, Y, Z) in the center of GLSurfaceView, [, 0] in the upper right corner, [-1,-] in the lower left corner.
Draw triangles
Before drawing a triangle, we must tell
coordinates up and down. It's a little cumbersome to change to local coordinates.I made some attempts to define a new member, CAMERAUP, to represent the top of the camera, re-use the vector spread after each rotation to recalculate the cameraup. This really can be moved up and down the camera, but brings some other problems, the camera in the world is no longer
In the OpenGL ES environment, the projection and camera views show objects closer to what people see with the naked eye. This simulation technology is achieved by precisely performing mathematical transformations on the coordinates of the drawn objects.
Projection: this transformation adjusts the coordinates of the drawn object based on the width and height of the GLSurfaceView.
Without this transformatio
from viewpoint 7 );3. Projection mode-Perspective projectionThe projection lines of the perspective projection are not parallel, and they intersect at the viewpoint. Through the perspective can be produced in the real world "near big far small" effect.1 Matrix.frustumm (2 Mprojmatrix, // storage Generation matrix element float[] Type array 3 0, // Fill Start offset 4 Left,right, //leftof near face, right5 bottom,top, // Near surface of the Bottom,top6 near,f
1. Configure the OpenGL environment to download glut (OpenGL utility Toolkit) https://www.opengl.org/resources/libraries/glut/to Local. After decompression there are two Lib files, two DLL files and one. h file.2. Glut.lib and Glut32.lib are copied to X:\Program Files (x86) \microsoft Visual Studio 12.0\vc\lib.3. Glut.dll and Glut32.dll copied to the C:\Windows\system32 folder (32-bit system) or? C:\WINDOWS
OpenGL ES Tutorial for Android-Part II-Building a polygon
December 4th, 2009 by Per-Erik Bergman-Android,Embedded
Previous tutorial was all about setting up the GLSurfaceView. Be sureRead it beacuse it's a really importent one to be able to continue.
Building a polygon
In this tutorial we will render our first polygon
Android OpenGL ES plotting tutorial 3: Drawing GraphicsAfter defining the shapes to be drawn by OpenGL, you certainly want to draw them. Using OpenGL ES 2.0 to draw a graph may require more code than you think, because the API provides a large number of graphic rendering pipeline control interfaces.This chapter describ
OpenGL ES 05-texture ing our rectangle
I have decided to introduce texture ing in advance because it may be easier to map a texture to an object instead of facing a multi-faceted (or 3D object ). In addition, it seems that this is the most desired knowledge for iPhone OpenGL ES programmers, so I will insist on Texture ing until now.
I know that I have skipped many details supported by
Android OpenGL ES development tutorial (1): IntroductionAndroid OpenGL ES development tutorial (2): About OpenGL ESAndroid OpenGL ES development tutorial (3):
Original post address: http://ogldev.atspace.co.uk/www/tutorial23/tutorial23.html
When light is projected onto an object, a shadow is generated on an object such as the ground or wall. In computer graphics, there are many technologies that can produce shadows. In this tutorial, we will learn the most common shadow mapping technology.
The problem of shadow in OpenGL can be summarized as: how to determine wh
OpenGL ES Tutorial for Android-Part VI-Textures
December 30th, 2010Per-Erik Bergman-android,Embedded,Java
Last Tutorial we worked a bit more on meshes and we have also talked about adding colors to our mesh. the most common way of adding colors to your mesh is to add a texture. there is a couple of different steps involved with adding a texture to the mesh IWill
programmable pipelines.
Before parsing the OpenGL ES example in Android apidemos, it is necessary to provide a simple development tutorial for OpenGL ES development, which can help developers who have never been in touch with 3D development.ProgramDevelopers understand the basic concepts and methods of OpenGL develop
'd like to tell you that people use cameras to observe things in 3D, although OpenGL does not actually have a camera. So when you move on the screen, you are actually moving all objects, and the feeling of motion is not caused by the creation of a camera to watch movies, instead, all objects in the world are moved with the relative coordinates (0, 0.
It sounds l
running in a thread that is independent of the main threads, you must declare the parameter to be volatile:
Public
class Myglrenderer implements Glsurfaceview.renderer {...public volatile float mAngle;public float Getangle () {return mAngle;}public void Setangle (float angle) {MAngle = angle;}}
3. Application angleTo apply the angle generated by the touch input, comment out the code that generated the dispatch and add the mangle generated by the touch input:
public voi
OpenGL ES tutorial for Android-Part IV-adding colors
January 14th, 2010 by Per-Erik Bergman-Android,Embedded
Last tutorial was about transformations. This tutorial will be a short one. I'm going to talk about adding color to your mesh. I will continue with the source code from tuto
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