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O'Reilly Network: OpenGL Rendering and Drawing

Jun 24, 2000, 21:25 (0 Talkback[s])
(Other stories by Chris Halsall)

"Now that you've read the preceding companion piece to this article, "Preparing to Build a OpenGL Application," you're ready to tackle rendering and drawing. Let's jump right in to the details of rendering."

"The function registered as the Display (and usually Idle) callback is where control is passed whenever it's time to draw the next frame of the display. For our program this is the cbRenderScene() function, and it's also where our motion calculations are done."

"In more advanced applications, physics calculations may be executing in another process or be based on the actual amount of time it took to render the last frame. This is necessary for objects' motions to be independent of frame-rate."

"...OpenGL is the lowest-level, cross-platform, common hardware accelerated 3D API available. The demo program we've provided here should compile and run with only minor tweaking under any Unix with OpenGL or a clone installed. It should also work without much effort in a Windows- or Mac-based development environment, although we haven't tried that."

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