Brief Introduction
The Nehe tutorial introduces the extended (Arb_multisample) Multiple sampling techniques for OpenGL in this lesson. With this technique, full-screen anti-aliasing can be achieved. This will make the graphic look more beautiful.
In OSG, multiple sampling is opened and closed as stateset of nodes, and the implementation process is very simple. Implement
First add quadrilateral to the scene
Set glsl
This section describes how to configure glsl in OpenGL. Assume that you have written vertex shader and pixel shader. If you are not ready, you can obtain the relevant content from the following URL:
Http://www.3dshaders.com/home/
Http://www.opengl.org/sdk/tools/ShaderDesigner/
Http://developer.amd.com/archive/gpu/rendermonkey/pages/default.aspx
In OpenGL, the shader of glsl uses a process similar t
The previous modelview transformation is equivalent to placing the camera and adjusting the position and angle of the object to be photographed. The projection transformation corresponds to adjusting the camera lens distance to obtain the scene.
BelowCodeSet the current matrix mode to projection matrix:
Gl. glmatrixmode (gl_projection);
Subsequent coordinate transformations are for the projection matrix. The purpose of projection transformation is to define the Viewing Volume. On the o
Simple and transparent
The vast majority of effects in OpenGL are related to some types of (color) mixing. The definition of the mixed color is to combine the color of a certain pixel with the color of the corresponding pixel that has been drawn on the screen. How to combine these two colors depends on the component values of the alpha channel of the color and/or the mixed color function used. Alpha is usually the 4th color component at the end of the
from the front and right sides of the pyramid and blend with other colors.It should also be noted that the three sides and the front are in the middle of the same glbegin (gl_triangles) and glend () statements. Because we construct this pyramid through triangles. OpenGL knows that every three points form a triangle. After a triangle is drawn, if there are still remaining points, it will assume that the New Triangle will start to be drawn.
(Part1> 359){P1 = 0;Part1 = 0;P2 = 1;Part2 = 0;}If (part 2> 359){P1 = 1;P2 = 0;}Glupartialdisk (quadratic, 0.5f, 1.5f, 32, Part1, part2-part1 );Break;};//...}
In the killglwindow () section of code, we need to delete the quadratic to free up system resources. We do this with the command gludeletequadratic.Glvoid killglwindow (glvoid){Gludeletequadric (quadratic); // deletes a secondary ry.At the end, I enter the code on the keyboard. Only some checks on the remaining keys are added.If (Keys [''
Brief Introduction
The Nehe course of this lesson mainly wants us to introduce the method of pickup (Selection) in OpenGL to exchange with the objects in the scene. In OSG, there is no way to encapsulate the pickup in OpenGL, but it is a more efficient way to perform the intersection with the model in the scene, The reason for processing this OSG can be referred to in OSG in this maillist:new to OSG, some
Original post http://ogldev.atspace.co.uk/www/tutorial19/tutorial19.html
When we first Calculated ambient light, the only thing that affected the light was the light intensity. Then, when we calculated the diffuse reflection light, we introduced the light source direction and the object vertex normal, in this tutorial, we will learn how to calculate the highlights. We will introduce a new parameter for the viewpoint position, because the highlights wi
graphics card for Cuda support Drive, the corresponding OpenGL is the same. In fact, the operation is now the same as in the local actual operation of Computer B.
Principle:
Personally, the script in the above key steps, which is a looping test, can actually get an accurate conversation on Computer B via the command line query session, and then run that command to get an accurate sessions switch, there's an application Tscon, Its corresponding gram
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 objects from different perspectives. There are three factors that determine the coordinate
Brief Introduction
Nehe Tutorial In this lesson to show us how to simulate the movement of a rope, simply, that is, the rope first discretization, think of it as a tight arrangement of points, each two points with elastic constraints. In fact, this is the simple idea of finite element. The content of this class is the same as that of last class, which is mainly related to physics and mathematics, and has little to do with graphic images. Implement
Fi
Brief Introduction
The Nehe tutorial introduces the trackball technique to us in this lesson. Trackball technology allows users to rotate objects directly using the mouse, which is the most basic function that all interactive 3D software must provide. Powerful bots have been provided in the OSG, including Trackballmanipulator, Firstpersonmanipulator, Drivemanipulator, and so on, which can be used to see the source code section of the Osgga library.
I
This article introduces the Coordinate Transformation transformations in the 3D coordinate system.
Coordinate System
OpenGL uses the right-hand coordinate system. The method for determining the right-hand coordinate system is as follows: In the space Cartesian coordinate system, place the right-hand thumb in the positive direction of the X axis and the index finger in the positive direction of the Y axis, if the middle finger points to the positive di
its local coordinate system (T). At this time, the order of the Code is the same as that of the local coordinate system relative to the object.
GL. glmatrixmode (gl_modelview);
By using the object's local coordinate system, you can better understand graphics systems such as robots and the solar system.
The glulookat sub-function of the glulookat package of Android OpenGL ES provides a more intuitive way to set the modelview transformation
Original post address: http://ogldev.atspace.co.uk/www/tutorial20/tutorial20.html
In the previous tutorial, we studied the basic illumination model (Environment light, diffuse reflection light, and high light) on the premise of the direction light ). Direction light has no starting point, and all light goes in one direction. Its Intensity does not change with the increase of distance. In this tutorial, we s
pressedCX-= 0.01f; // yes, it is moved to the leftKeys 1, 2, 3, and 4 are used to set the target model for deformation.
If (Keys ['1'] (key! = 1 )! Morph) // if 1 is pressed, it is transformed to model 1{Key = 1;Morph = true;DeST = morph1;}If (Keys ['2'] (key! = 2 )! Morph) // If 2 is pressed, it is transformed to model 1{Key = 2;Morph = true;DeST = morph2;}If (Keys ['3'] (key! = 3 )! Morph) // If 3 is pressed, it is transformed to model 1{Key = 3;Morph = true;DeST = morph3;}If (Keys ['4'
GLUT
Tutorial
Keyboard InputGLUT allows us to write programs and add keyboard input control, including common keys and other special keys (such as F1 and up ). In this chapter, we will learn how to check which key is pressed, what information can be obtained from glut, and how to process keyboard input. Now, you should note that as long as you want to control the processing of an event, you must tell glut in advance which function will complete this
Original post address: http://ogldev.atspace.co.uk/www/tutorial08/tutorial08.html
The scaling matrix is relatively simple. It aims to scale the object length (or, scale the component of the vertex in the three axes). Of course, you can also select a certain axis direction to scale. The reason for scaling objects is mainly to match the sizes of different objects in the world space, because 3D object modeling is in the model space, usually (x, y, z) the range is (0, 1), while in the world space, 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, which is similar to camera control in the first-person shooting game. This chapter describe
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