Thursday, January 14, 2021

OpenGL tutorials

OpenGL tutorials. very good tutorials. it works well.

    OpenGL - OOP programming

  1. Object Oriented Programming and OpenGL
  2. I want to use OpenGL as graphics of my project. But I really want to do it in a good style. How can I declare a member function "draw()" for each class to call it within OpenGL display function?

    Red Book- OpenGL

  3. Chapter 7 Display Lists
  4. Chapter Objectives After reading this chapter, you'll be able to do the following:

    • Understand how display lists can be used along with commands in immediate mode to organize your data and improve performance
    • Maximize performance by knowing how and when to use display lists
    A display list is a group of OpenGL commands that have been stored for later execution. When a display list is invoked, the commands in it are executed in the order in which they were issued. Most OpenGL commands can be either stored in a display list or issued in immediate mode, which causes them to be executed immediately. You can freely mix immediate-mode programming and display lists within a single program. The programming examples you've seen so far have used immediate mode. This chapter discusses what display lists are and how best to use them. It has the following major sections:.

  5. OpenGL Programming Guide- The Official Guide to Learning OpenGL, Version 1.1
  6. The Official Guide to Learning OpenGL, Version 1.1.

  7. Chapter 7 Display Lists
  8. red book. chaptter 7

  9. CS405 Lab 6: Display Lists and Basic Buffers
  10. Highlights of this lab: This lab is an introduction to Display Lists and Animation

    • Creating, Recording and Executing a Display List
    • Hierarchical Display Lists
    • Overview of Double Buffering and the Depth Buffer.

  11. Display Lists - NEHE
  12. In this tutorial I'll teach you how to use Display Lists. Not only do display lists speed up your code, they also cut down on the number of lines of code you need to write when creating a simple GL scene.

  13. OpenGL good examples from Songcha
  14. This page contains fundamental OpenGL tutorials and notes. All example programs are written by C++ with Code::Blocks IDE, as well as makefiles for Linux and Mac. I mostly use GLUT/FreeGLUT, and each example project includes FreeGLUT header and library files in it for MinGW environment..

    it contains great examples to play around..

    these projects are in code::blocks. it can be converted to Visual Studio solution using cbp2make tool.

  15. Object Oriented Programming and OpenGL
  16. I want to use OpenGL as graphics of my project. But I really want to do it in a good style. How can I declare a member function "draw()" for each class to call it within OpenGL display function?.

    use OpenGL render class...

  17. cbp2make
  18. Makefile generation tool for Code::Blocks IDE.

  19. Display List benchmarking
  20. Display lists are used to optimize performance of rendering (ie rendering faster). They are mostly used for rendering larges objects, which requieres a large number of glVertex calls. Keep in mind the call glVertex is SLOW.

    Display list is not the only technique to improve rendering speed. There are other rendering techniques such as vertex array, vertex buffer object (known as VBO) and frame buffer object (know as FBO). For what I've experienced for large objects, VBO is faster than display list which is slightly faster or equivalent to vertex array. FBO is know to be faster than VBO, I don't have tried it yet.

    I've made few comparisons between display lists and classic rendering (glVertex), to view the speed-up obtained with display list. During these comparisons, we will show that display lists are a lot faster than glVertex for large objects. The results are comparable for tiny objects.

    Survey- OpenGL

  21. OpenGL Overview
  22. API hierarchy

    OpenGL applications use the window system’s window, input, and event mechanism GLU supports quadrics, NURBS, complex polygons, matrix utilities, and more.

  23. Configure Project out file names
  24. This is summary of my research.

    Tutorial List

  25. Clockworkcoders Tutorials Index
  26. Introduction to the OpenGL Shading Language

    1. Using OpenGL Extensions (part 1, part 2)
    2. OpenGL Shading Language (GLSL) overview
    3. Loading, Compiling, Linking, and Using GLSL programs
    4. Uniform Variables
    5. Vertex Attributes
    6. Varying Variables
    7. Texturing
    8. Per Fragment Lighting
    9. Discarding Fragments: "Color Key"

  27. OpenGL Extensions Tutorial
  28. My Note

    downloaded the tutorial file and unzip it. compiled the project and played around with it.

    it has set up additional include directories already: Configuration Properties->C/C++-> General -> Additional Include Directories-> add these paths: freeglut\include ; glew\include; cwc\include; %(AdditionalIncludeDirectories)

    so the current directory is $(ProjectDir). in the header file, we can use GL\glew.h directly without using absolute paths.

    Introduction

    OpenGL Extensions are usually made available to access new features of 3D graphics hardware. Hardware vendors define new functions and/or tokens that enhance the existing features of OpenGL.

    Extensions created by a single vendor are called "vendor-specific" and extensions created by several vendors are called "multivendor" extensions.

    If a vendor-specific or multivendor extension proves to be a good enhancement, the OpenGL Architecture Review Board (ARB) may promote it to an "ARB approved" extension.

    If the extension is very useful, the ARB may decide to integrate the extension as a "core feature" to OpenGL. This happened for example with the OpenGL Shading Language which is now a core feature of OpenGL 2.0 and higher.

    This concept makes OpenGL very powerful, because source code remains backwards compatible. OpenGL programs written 10 years ago still work today..

    Source Code Download

  29. nigels-com/glew on GitHub
  30. Downloads

    Current release is 2.2.0. (Change Log)

    Sources available as ZIP or TGZ.

    Windows binaries for 32-bit and 64-bit.

    Recent snapshots

    Snapshots may contain new features, bug-fixes or new OpenGL extensions ahead of tested, official releases.

    The OpenGL Extension Wrangler Library (GLEW) is a cross-platform open-source C/C++ extension loading library. GLEW provides efficient run-time mechanisms for determining which OpenGL extensions are supported on the target platform. OpenGL core and extension functionality is exposed in a single header file. GLEW has been tested on a variety of operating systems, including Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris.

    Build

    It is highly recommended to build from a tgz or zip release snapshot. The code generation workflow is a complex brew of gnu make, perl and python, that works best on Linux or Mac. The code generation is known to work on Windows using MSYS2. For most end-users of GLEW the official releases are the best choice, with first class support.

    Windows Visual Studio

    Use the provided Visual Studio project file in build/vc15/. Projects for vc6, vc10, vc12 and vc14 are also provided

  31. freeglut
  32. A free OpenGL utility toolkit, the open-sourced alternative to the GLUT library.

    Christian Martin's tutorial also used this freeGLUT file. not sure why, but include this reference here.

  33. The OpenGL Extension Wrangler Library
  34. GLEW - The OpenGL Extension Wrangler Library

    The OpenGL Extension Wrangler Library (GLEW) is a cross-platform open-source C/C++ extension loading library. GLEW provides efficient run-time mechanisms for determining which OpenGL extensions are supported on the target platform. OpenGL core and extension functionality is exposed in a single header file. GLEW has been tested on a variety of operating systems, including Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris..

  35. The OpenGL Extension Wrangler Library
  36. The OpenGL Extension Wrangler Library.

    The OpenGL Extension Wrangler Library is a simple tool that helps C/C++ developers initialize extensions and write portable applications. GLEW currently supports a variety of operating systems, including Windows, Linux, Darwin, Irix, and Solaris.

    Features

    • Support for OpenGL 4.5
    • Support for 550 OpenGL extensions
    • Support for 54 WGL extensions
    • Support for 65 GLX extensions

    Jonathan's Post collections

  37. Articles by Jonathan de Halleux (Articles: 37)
  38. It has many good post on graphics.

  39. OGLTools, A OOP solution to OpenGL programming
  40. A set of classes designed to make programming of OpenGL easier.

  41. Printing using GDI+ : a few tips
  42. This is a paragraph.

  43. A C++ Implementation of an Improved Contour Plotting Algorithm
  44. This is a paragraph.

  45. A C++ implementation of Douglas-Peucker Line Approximation Algorithm
  46. DP Line approximation algorithm is a well-known method to approximate 2D lines. It is quite fast, O(nlog_2(n)) for a n-points line and can drastically compress a data curve. Here, a fully OOP implementation is given..

    How to set .lib file?

  47. How to add additional libraries to Visual Studio project?
  48. good instruction to add .lib file.

    For Visual Studio you'll want to right click on your project in the solution explorer and then click on Properties.

    Next open Configuration Properties and then Linker. Now you want to add the folder you have the Allegro libraries in to Additional Library Directories,

    1. Configuration Properties ->Linker -> Input -> you'll add the actual library files under Additional Dependencies.
    2. For the Header Files you'll also want to include their directories under Configuration Properties ->C/C++ -> Additional Include Directories.
    3. If there is a dll have a copy of it in your main project folder, and done.
    I would recommend putting the Allegro files in the your project folder and then using local references in for the library and header directories. Doing this will allow you to run the application on other computers without having to install Allergo on the other computer. This was written for Visual Studio 2008. For 2010 it should be roughly the same.

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