Transform feedback is one of the coolest features in OpenGL that allows client applications to get vertex data on the rendering pipeline. Based on this feature, the Z-pass scene decision rendering technology is realized, which is of course not to understand what is the Z-pass scene decision rendering technology, in short, it can effectively reduce the rendering data delivery. This is just a simple example system to understand how transform feedback ob
Http://book.51cto.com/art/201104/255588.htm1th chapter on the Bridge to OpenGLThis chapter is mainly for the future of OpenGL programming to do some groundwork work. The main content is: OpenGL component package installation, how to extract the useful information from the VC + + 6.0 OpenGL program, glut Library settings.1.1 from C++builder 6.0 to
other device of the same screen, we can use software emulation to zoom in, but it can be slow and unbearable. With mixed mode scaling, you need to create an OpenGL ES texture and render the picture (320x240) onto the GL quadrilateral.
Textures will be scaled to fit the screen size (1024x768) and your game performance will be significantly improved.
From the perspective of implementation, this process can be described as follows:
Initialize the
The openGL roaming function is simple, and the opengl roaming function
Recently, when I got the openGL roaming function, I found a lot of source code on the Internet and did not achieve the expected results. Then I wrote an algorithm and shared it.
The up and down keys realize shift, and the left and right keys rotate.
Algorithm idea: the prototype of the observa
If we need to draw two (or more) of the same cube (or objects), just position, scale, rotation is not the same, then we can not need to the object's vertex information, color information, and so on to the video card, but sent once, drawn multiple times, just before each drawing to apply a different transformation matrix. This method is called OpenGL instancing. It is much more efficient than sending the data back to the video card every time.Look at t
OpenGL draws game role shadow and opengl draws game roles
In game development, many Q-version games simply draw a translucent elliptical shadow, such:
The advantage of this method is that the implementation is simple, but the performance is obviously not true. As a Q-version style, it is acceptable for gamers. For real-time writing games, they mostly use images provided by art as shadow layers. This sol
OpenGL Road (9) color mixing to achieve transparent effect, opengl road color mixing
Use alpha hybrid to achieve transparent effects and penetrate 3d objects
The source code is as follows:
# Include
Image used:
Effect preview:
How does OpenGL implement gradient transparency?
You can change the transparency based on the UV coordinates. can you achieve a gra
Opengl implements line scanning algorithm and area filling algorithm, and opengl AlgorithmOverview
1. Use the line scanning algorithm to draw a line segment. A straight line consists of discrete points.
2. Use the area Filling Algorithm to draw a polygon area. The area consists of discrete points.
Development Environment VS2012 + OpenGL
Development Platform: Inte
Http://www.cnblogs.com/CoderAlex/p/6604618.htmlIn general, we use OpenGL to draw the rendered picture onto the screen, but sometimes we don't want to show the results, so we need to use off-screen rendering.Normally, we use the screen, which is a Caeagllayer object, as the render target, and the off-screen rendering is to reposition the render target, place the memory space as a render target, and then retrieve the image from memory.In the off-screen
Transformations in OpenGL include the following:The ① View (modeling)---Specify the Observer or camera position Glu.gllookat () by default, the Observer in perspective projection is viewed from the origin to the z-axis, or it can be set itself.② model (Viewing)---Move objects in a scene including moving, rotating, scaling③ Model View (Modelview)---Describe the duality of cartography and model transformations for example: The Observer is close to the o
OpenGL Road (5) create a rotating airplane model and an opengl airplane model
# Include
Preview
Aircraft Model Creation Method
The methods and tools used to create aircraft models are as follows: Hope you can use the following tools: ruler, knife, plane, saw, file, drill, pliers, scissors, wrench, pen, and soldering iron. All tools should be correctly used to play the role of the tool, so that the accurac
1) there is no difference between using translucent effects in OpenGL rendered windows and normal windows.
Setwindowlong (m_hwnd, gwl_exstyle, ws_ex_layered );Setlayeredwindowattributes (0,240, lwa_alpha); // alpha = 240, range: 0 ~ 255; key colors can also be used. For details, see msdn
2) OpenGL translucent window refers to the overwrite window (ws_overlapped or ws_popup, as long as it is not ws_child
have been using QT+OPENCV development projects, while in VS directly lazy use precompiled OPENCV for development, resulting in the use of OpenGL prompts "No OpenGL support":
On the Internet, the reason is obvious because the precompiled library does not support OpenGL, so it is necessary to use CMake to rebuild the project. My development environment is: Win 8.1
Document directory
2.2.1. client-server model
2.2.2. OpenGL ES depends on the key function libraries of specific platforms
2.2.3. commands can be executed asynchronously.
2.2.4. commands can be executed in sequence
2.2.5. parameters will be copied during the call
2.2.6. Define practical methods for expanding functions in specifications
Chapter 2 OpenGL ES on iOS
Vertex cache Objects (Vertex buffer object, referred to as VBO), allow developers to place vertex data in memory as appropriate.
If you do not need to VBO, use Glvertexpointer/glnormalpointer to specify the vertex data, the vertex data is placed in the system memory, each time you render, you need to copy the data from the system memory to video memory, consumes a lot of time.
In fact, many copies are unnecessary, such as the static object vertex data is constant, if you can put them into the vi
OpenGL ES (OpenGL for Embedded Systems) is a subset of the OpenGL three-dimensional graphics API designed for embedded devices such as mobile phones, PDAs, and game consoles.
The API is defined by the Khronos Group, Khronos is a graphic hardware and software industry association that focuses on open standards for graphics and multimedia.
Build a basic framework
This article on the basis of the 8th article, to add the lighting effect.
Materials
OpenGL materials are description of what objects are made of. It basically specifies how much of the light they reflect and this are what we would be seeing. OpenGL lighting goes a long way towards modeling real world lighting. In the order achieve proper lighting effects in OpenGL
Because in the work need to combine the floating form to achieve OpenGL multi-view, used to get three-dimensional solid view observation effect, through reference to other materials, design a program framework, on this basis you can expand according to their own needs, to achieve the required functions.Program Implementation Effect Diagram
Key Technology Implementation Introduction:
I. Implementation of
(Image Source: www.cnblogs.com)
Source:OpenGL 3 DirectX 11: The war is over
CurrentlyDirectXAndOpenGLIn an age that has been quite popular, we gradually seem to have forgotten the grievances of the two. On the famous hardware websiteTom's HardwareIn this column, the author leads us to review the ups and downs in the "Drawing API war" and the future prospects of OpenGL 3 and DirectX 11. It is a good article worth reading carefully.
「 DirectX is the mo
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