OpenGL vertex array, opengl Vertex
In OpenGL, if you want to draw elements, the following operations are generally used:
glBegin(GL_LINES); glVertex3f(0.0f, 0.0f, 0.0f); glVertex3f(1.0f, 0.0f, 0.0f);glEnd();
However, if the number of vertices is too large, This method requires frequent function calls, which is too inefficient. This requires the use of verte
How does opengl display the texture-rich and opengl
In the opengl Post Bar, someone turns up a previous help post:
// According to the NeHe tutorial lesson6, we got a texture-based ry # include
// Use auxDIBImageLoad to load the texture # include
# Pragma comment (lib, "GLAUX. lib") # include
GLuint texture [1]; AUX_RGBImageRec * LoadBMP (cha
Chapter 2 of OpenGl learning and Chapter 2 of opengl
After openGl is basically drawn, it's time to move from a plane to a three-dimensional one. Now, to draw a Golden Triangle, the main problem is the fixed-point array, GL10.GL _ TRIANGLES,
GL_TRIANGLES-this parameter means OpenGL uses three vertices to form a graph. T
OpenGL usage in MFC (2) -- derived OpenGL class, mfcopengl
Sometimes OpenGL needs to be configured every time, which is a little troublesome. You can directly derive an OpenGL Class Based on CWND and use it directly when necessary. The following is an example of this class, which deletes some specific items of my proje
OpenGL is an open source graphics library that can develop two-dimensional graphics software or three-dimensional graphics software. Many well-known applications have been developed based on OpenGL, such as the famous Artoolkit and Unity3d.Glut is the OpenGL Application Toolkit, known in English as OpenGL Utility Toolk
Buffer Object
Many OpenGL operations send a large chunk of data to OpenGL, such as passing the vertex array data that needs to be processed. Transferring this data can be very simple, such as copying data from the system's memory to a graphics card. However, since OpenGL is designed according to the client-server pattern, data must be transferred from client memo
OpenGL learning diary-2015.3.13 -- Multi-instance rendering, opengl-2015.3.13Instancing or instancd rendering is a method for continuously executing multiple identical rendering commands. The rendering results produced by each command are slightly different. It is a very effective method that uses a small number of api calls to render a large number of ry. OpenGL
Today's implementation is to draw a rectangle on the Window object, and you can customize the coordinates of the rectangle, the length width, the color of the border's size, whether it fills, and the color when it fills.The main idea is to draw a border with a line, then draw a rectangle inside, and then choose the transparency of the rectangle according to the pattern of whether it is filled or not, and if it shows, the opacity is 1, and the opacity is 0.The following is the code for the rectan
1.2
OpenGLArchitecture
OpenGL supports multiple platforms, including Windows , liunx , and MACOs and UNIX . If the application Program does not use a large number of OS-related calls, therefore, porting the OpenGL program between different platforms is quite simple. Windows has an absolute advantage in the desktop operating system. therefore, the winodows application that develops
glbindtexture (gl_texture_2d, _textureid);Specifies the value of the uniform variable for the current program object, and Parameter 1 represents the new value used (Gl_texture1) gluniform1i (_textureslot, 1);Draws a texture in the specified area.Note: The coordinate representation used to represent the texture range differs from the Uikit and OpenGL coordinates, ranging from (0,0) left down to (top) right.Texture Usage Range vertexConst Glfloat texco
Multiple sampling in OpenGL and multiple sampling in OpenGLMultiple sampling in OpenGLOne of the biggest advantages of anti-sawtooth processing is that it can make the edge of the polygon smoother and make the rendering effect more realistic and natural. Point-and-line anti-sawtooth processing is widely supported, but unfortunately, the smooth processing of polygon is not implemented on all platforms. In addition, even when GL_POLYGON_SMOOTH can be us
To use OpenGL ES to draw images in Android applications, you must create a view as a container. The more direct method is to derive an implementation class from GLSurfaceView and GLSurfaceView. Renderer. GLSurfaceView is a container drawn using OpenGL. GLSurfaceView. Renderer is used to control the drawing action. For more information about these classes, see the OpenGL
Almost all OpenGL applications aim to draw color images in the screen window, so Color plays an important role in OpenGL programming. The color here is different from the color concept in the painting. It belongs to the RGB color space and is only displayed on the monitor screen. In addition, the screen window coordinates are measured in pixels. Therefore, each pixel in a graph has its own color. This color
There is a huge opportunity to migrate games and other applications that use a large number of 3D graphics from OpenGL to Google Android devices, including devices built on Intel's atom micro-architecture, because OpenGL-based games, game engines, and other traditional software are easy to obtain, OpenGL is easy to transplant, and Android can provide
It is a modeling language rather than a programming language. Compared with many programming languages, its biggest feature is parallelism. That is, in fact, it not only describes serial operations, but also describes parallel operations. If you understand the parallel design principles of the OpenGL, the designed system is not only well-defined, but also easy to understand and maintain.
For example, for the streaming lamp of programming entry, assumi
//Then delete the previous starting point void MoveTo (point p) {if (This->status = = This->line_start) {points.pop_back (); return;} Points.push_back (p); this->status = This->line_start;} Draw the end point of the line, if it starts at the end point. Forbid join void LineTo (point p) {if (This->status = = This->line_start) {this->points.push_back (P);this-> status = This->line_end;return;}} Join the node array void addpoints (point* p,int size) {for (int i = 0; i Here is an example of a pentag
(point p) {if (This->status = = This->line_ START) {points.pop_back (); return;} Points.push_back (p); this->status = This->line_start;} Draw line termination point, forbid add void LineTo (point p) {if (This->status = = This->line_start) {This->points.push_ If first is the terminating point) Back (p); this->status = This->line_end;return;}} Add a node array void addpoints (point* p,int size) {for (int i = 0; i Here is an example of a pentagram:(Inside the window and application, point class in
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