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Graphic Programming

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Texture Mapping in OpenGL: Beyond the Basics
By 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
By 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
By Paul Martz
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
By 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
By 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?
By Chris Seitz
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
By 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
By Randi Rost
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
By Alejandro Terrazas
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.

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