Monday, February 15, 2021

OpenGL MFC control

kyword: OpenGL MFC control

    Obtain this article

  1. Interactive control for viewing 3D objects based on MFC and OpenGL
  2. The construction of 3D objects and their viewing control are key problem during 3D visualization process. General procedures for developing application software based on MFC and OpenGL were proposed according to object-oriented programming methodology and thus a GLView class was derived from CView class. Spherical coordinates were adopted to characterize the observation point's position and the view direction. The transformation formula of twisting, translating, rotating and scaling were deduced according coordinate transform rule between global world coordinates and local view coordinates. An OOP algorithm was developed to finish these transformations by the response of a mouse or keyboard message, a dialog or a Timer. It was demonstrated by many cases that both the intuitive control and the quantitative control for viewing 3D objects have been provided conveniently

  3. 3D with C++
  4. 3D programming make use of three-dimensional representations of data for the purposes of performing calculations and rendering 2D images.

  5. MFC and Opengl
  6. On this page, I tackle the issue of integrating OpenGL within a windows environment using Microsoft Foundation Classes. MFC is a set of C++ classes that attempts to simplify the process of creating GUI applications for windows.

  7. OpenGL MFC/CDialog - Basic
  8. The basic idea is to get a simple window or two to draw simple graphics in a MFC/CDialog-style window. This is geared more towards beginners who, like myself, struggle to get something like this to work. A basic understanding of C++/OpenGL would be helpful. The code contains no colour mapping or shaders, just basic shape using vao/vbo.

  9. Intialization of OpenGL rendering context in MFC Application
  10. I have tabbed style MFC window created by the wizard VC2015 , I'm planning to use it to initilize the OPenGL rendering context and let rendering be in those child tabbed windows. I still have the difficulty with MFC architecture, so in which class or source file do I need to initialize/swap the handles of rendering context of OPenGL and windowed childs ? I tried to initialize that in ChildFrm.cpp OnCreate event, but nothing gets rendered correctly and from time to time it raises "Assertation fault".

    Based on that, I thought that ChildFrm.cpp is not right place to start, your guidance will be appreciated,

    need to look at all these great examples::

  11. Embed OpenGL to MFC
  12. bottom section listed many good links...

    My big job in computer graphics is to implement some functions based on the MFC framework using OpenGL. But I didn't know how to add OpenGL modules to MFC at first. So I found an article on the Internet for a long time and finally benefited from reading. Today I am going to translate this article.

  13. 001 Configure OpenGL under VS2015 MFC
  14. Recently I was watching "OpenGL SuperBiber". The sample code of this book is implemented by GLFW + OpenGL, and the window system uses GLFW. Although GLFW is an excellent window management system, since I am more familiar with MFC, I hope to port the code of this book to VS2015 MFC.

  15. MFC+OpenGL screen coordinates to OpenGL coordinates
  16. I recently wrote an example using OpenGL, the center point (0, 0) of OpenGL is just the center point of our screen. Because I need dynamic drawing (drawing points, lines, circles, arcs...) and need to pan and zoom the graphics, I am stuck on the problem of coordinate conversion.

  17. [OpenGL] Click the mouse to get the world coordinates
  18. Because I am doing graphics-related design recently, it takes time for the mouse to interactively acquire three-dimensional coordinates (world coordinate system). So I checked some blogs and materials on the Internet and put them in my own code. So he calmed himself down and studied hard.

  19. Generation of coordinates in openGL: glLoadIdentity and gluOrtho2D exercises
  20. Generation of coordinates in openGL: glLoadIdentity and gluOrtho2D exercises

  21. openGL vertex, coordinate system, texture coordinates
  22. Understanding the coordinate system is the basis for drawing graphics. In the scene using openGL, there are several kinds of world coordinates, local coordinates, texture coordinates, and screen coordinates.

  23. OpenGL coordinate system
  24. In order to transform the coordinates from one coordinate system to another, we need to use several transformation matrices

  25. Setting up OpenGL with Mfc
  26. good tutorials...

  27. good MFC OpenGL demo projects
  28. This is a paragraph.

  29. SteinSOFT.net OpenGL in a Mfc dialog
  30. Welcome to the second OpenGL tutorial on SteinSOFT.net! I've decided to write about this topic because I thought it would be rather interesting and I have seen many people wanting to do something like that. So what is it indeed? It's simply a little integrated window in a normal dialog in which some OpenGL shapes are drawn. On the one side you have OpenGL and on the other standard Windows controls. If you can't imagine how this could look like, take a look at my project OpenGLDialog.

  31. OpenGLDialog
  32. OpenGLDialog isn't a very cool application. It is simple and is only intented to show how to use an OpenGL window in a Mfc Dialog. Source code is of course included. Don't forget to check the tutorial in the tutorials section that has been written along this code.

  33. MFC Library: Drawing Spline application with OpenGL with sample Source Code
  34. MFC Library: Drawing Spline application with OpenGL with sample Source Code

  35. OpenGL Windows GUI Application
  36. This article is about a MVC (Model-View-Controller) framework to create OpenGL GUI applications on Windows platform. MVC architecture is a common design framework for GUI applications, and is used in many GUI libraries, such as .NET, MFC, Qt, JavaFX, etc. The major benefits of this MVC framework are the complete separation of system-independent OpenGL calls from Windows system and the universal message router for multiple windows.

  37. This is a paragraph.

  38. This is a paragraph.

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