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Basic Rendering in OpenGL

Aug 12, 2010, 23:06 (0 Talkback[s])
(Other stories by Richard S Wright, Nicholas Haemel, Benjamin Lipchak, Graham Sellers)


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"Objects and scenes that you create with OpenGL consist of smaller, simpler shapes, arranged and combined in various and unique ways. This chapter explores these building blocks of 3D objects, called primitives, and the various ways you can combine them on-screen.

"What You'll Learn in This Chapter

* About the basic OpenGL rendering architecture
* How to use the seven OpenGL geometric primitives
* How to use stock shaders
* How to use uniforms and attributes
* How to submit geometry with the GLBatch helper class
* How to perform depth testing and back face culling
* How to draw transparent or blended geometry
* How to draw antialiased points, lines, and polygons

"If you've ever had a chemistry class (and probably even if you haven't), you know that all matter consists of atoms and all atoms consist of only three things: protons, neutrons, and electrons. All the materials and substances you have ever come into contact with—from the petals of a rose to the sand on the beach—are just different arrangements of these three fundamental building blocks. Although this explanation is a little oversimplified for almost anyone beyond the third or fourth grade, it demonstrates a powerful principle: With just a few simple building blocks, you can create highly complex and beautiful structures."

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