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- Texture Mapping in OpenGL: Beyond the Basics
Benjamin Lipchak, Nicholas Haemel, Richard S. Wright
- Sep 7, 2007
- Learn some of the finer points of texture mapping in OpenGL.
- Moving Your UFO on the Screen in Phrogram
David Witus, Walt Morrison, Jon Schwartz
- May 11, 2007
- Learn how to move graphical objects on the screen with Phrogram, a complete programming environment that is similar to Java, C#, or Visual Basic, but it is much easier to master and a lot more fun to learn and use.
- Drawing Primitives in OpenGL
- May 12, 2006
- Computer-generated animation in film and television, as well as state-of-the-art video games, features realistic water, fire, and other natural effects. Many people new to computer graphics are astounded to learn that these realistic and complex models are simple triangles and pixels as far as computer graphics hardware is concerned. In this chapter, OpenGL® Distilled covers the OpenGL primitive types and how to control their appearance with several basic rendering features.
- A Simple Shading Example in OpenGL Shading Language
Randi J. Rost
- Mar 10, 2006
- In this example, we apply a brick pattern to an object. The brick pattern is calculated entirely within a fragment shader. This example, like most of the others in this book, consists of three essential components: the source code for the vertex shader, the source code for the fragment shader, and the application code that initializes and uses these shaders. This chapter focuses on the vertex and fragment shaders.
- Drawing and Printing in C++ with wxWidgets
Julian Smart, Stefan Csomor, Kevin Hock
- Aug 5, 2005
- This chapter introduces the idea of the device context, generalizing the concept of a drawing surface such as a window or a printed page. It will discuss the available device context classes and the set of "drawing tools" that wxWidgets provides for handling fonts, color, line drawing, and filling.
- GPGPU: Is a Supercomputer Hiding in Your PC?
- Jul 1, 2005
- If you've played some of the latest, hottest video games, you've exercised your GPU in a traditional graphics sense. But other companies are now using the GPU non-traditionally, for general-purpose computation on a graphics processing unit (GPGPU). Why should you care? Because its lightning-fast, parallel computational capability makes for smooth, rich, vibrant graphics in today's games. And, repurposed, the GPU can help solve more serious problems (medical and financial) in the real world. Chris Seitz explains how.
- Drawing in Space: Geometric Primitives and Buffers in OpenGL
Richard S. Wright, Benjamin Lipchak
- Sep 24, 2004
- Richard Wright and Benjamin Lipchak explain how simple shapes in a 3D space can be combined to form amazing 3D renderings using OpenGL in this sample chapter.
- A Simple OpenGL Shading Example
- Jul 23, 2004
- Randi Rost provides a an example of the coding needed for shading in OpenGL, including the code for the vertex shader, the fragment shader, and the application code used to initialize these shaders.
- Graphics Programming with the Java 2D API
- Nov 22, 2002
- Learn how to apply a simple three-step approach to the vast majority of graphics applications in Java, and discover how to produce professional graphics by working with stroking, space transformations, and more.