Download OpenGL(R) Reference Manual: The Official Reference Document by Chris Frazier, Renate Kempf, OpenGL Architecture Review PDF

April 4, 2017 | Reference | By admin | 0 Comments

By Chris Frazier, Renate Kempf, OpenGL Architecture Review Board

Once we migrated from DirectX to OpenGL and from Microsoft to Linux this ebook was once a continuing reference in the course of these weeks of exertions. it really is concise, transparent and files good OpenGL. you need to be aware of what you're looking for, but... that is the objective of a reference advisor, right?.
Great activity on compiling the fabric !!!!
Gabriel

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Read or Download OpenGL(R) Reference Manual: The Official Reference Document to OpenGL, Version 1.1 PDF

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Extra info for OpenGL(R) Reference Manual: The Official Reference Document to OpenGL, Version 1.1

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The light is set up, and positioned, it's even enabled, but until we enable GL_LIGHTING, the light will not work. glEnable(GL_LIGHT1); // Enable Light One return TRUE; // Initialization Went OK } In the next section of code, we're going to draw the texture mapped cube. I will comment a few of the line only because they are new. If you're not sure what the uncommented lines do, check tutorial number six. int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity(); // Reset The View The next three lines of code position and rotate the texture mapped cube.

Normally a positive value on x would move us to the right side of the screen (where +x usually is), but because we've rotated on the y plane, the +x could be anywhere. If we rotated by 180 degrees, it would be on the left side of the screen instead of the right. So when we move forward on the positive x plane, we could be moving left, right, forward or backward. 0f); // Move Forward On The X Plane Now for some tricky code. The star is actually a flat texture. Now if you drew a flat quad in the middle of the screen and texture mapped it, it would look fine.

This is what we come up with. The type of array is going to be stars. stars is a structure. So the array is going to hold all of the information in the structure. The name of the array is star. The number of arrays is [num]. So because num=50, we now have an array called star. Our array stores the elements of the structure stars. Alot easier than keeping track of each star with seperate variables. Which would be a very stupid thing to do, and would not allow us to add remove stars by changing the const value of num.

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