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An Interactive Introduction to OpenGL Programming - download pdf or read online

By Dave Shreiner, Ed Angel, Vicki Shreiner

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There is also a texture matrix stack, which is outside the scope of this course. It is an advanced texture mapping topic. 41 An Interactive Introduction to OpenGL Programming Matrix Operations Specify Current Matrix Stack glMatrixMode( GL_MODELVIEW or GL_PROJECTION ) Other Matrix or Stack Operations glLoadIdentity() glPushMatrix() glPopMatrix() Viewport • • usually same as window size viewport aspect ratio should be same as projection transformation or resulting image may be distorted glViewport( x, y, width, height ) 42 glLoadMatrix*() replaces the matrix on the top of the current matrix stack.

Note: that the name ModelView matrix is appropriate since moving objects in the model front of the camera is equivalent to moving the camera to view a set of objects. 45 An Interactive Introduction to OpenGL Programming Projection Tutorial 46 The RIGHT mouse button controls different menus. The screen-space view menu allows you to choose different models. The command-manipulation menu allows you to select different projection commands (including glOrtho and glFrustum). 46 An Interactive Introduction to OpenGL Programming Modeling Transformations Move object glTranslate{fd}( x, y, z ) Rotate object around arbitrary axis (x y z) glRotate{fd}( angle, x, y, z ) • angle is in degrees Dilate (stretch or shrink) or mirror object glScale{fd}( x, y, z ) 47 glTranslate(), glRotate(), and glScale() multiplies itself onto the current matrix, so it usually comes after glMatrixMode(GL_MODELVIEW).

For raster primitives, the raster position is completely clipped. There is a per-fragment operation, the scissor test, which works in situations where viewport clipping doesn’t. The scissor operation is particularly good for fine clipping raster (bitmap or image) primitives. 42 An Interactive Introduction to OpenGL Programming Projection Transformation Shape of viewing frustum Perspective projection gluPerspective( fovy, aspect, zNear, zFar ) glFrustum( left, right, bottom, top, zNear, zFar ) Orthographic parallel projection glOrtho( left, right, bottom, top, zNear, zFar ) gluOrtho2D( left, right, bottom, top ) • calls glOrtho with z values near zero 43 For perspective projections, the viewing volume is shaped like a truncated pyramid (frustum).

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An Interactive Introduction to OpenGL Programming by Dave Shreiner, Ed Angel, Vicki Shreiner


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