Download Advanced Graphics Programming Techniques Using OpenGL by Tom McReynolds, David Blythe PDF

April 10, 2017 | Programming | By admin | 0 Comments

By Tom McReynolds, David Blythe

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OpenGL supports stereo viewing, with left and right versions of the front and back buffers. In normal, non-stereo viewing, when not using both buffers, the default buffer is the left one for both front and back buffers. Since OpenGL is window system independent, there are no interfaces in OpenGL for stereo glasses, or other stereo viewing devices. This functionality is part of the OpenGL/Window system interface library; the style of support varies widely. In order to render a frame in stereo: The display must be configured to run in stereo mode.

Wide lines have the same problem. The line is clipped to the viewport, and thus some pixels contributed by the original line are no longer drawn, as shown in Figure 20. This problem is more significant in a multiple-display setting, such as a three-monitor flight simulator, or in a multiple-viewport setting such as a cylindrical projection. 34 Programming with OpenGL: Advanced Rendering Scissor region Outside viewport Inside viewport Outside viewport Inside viewport Figure 20. Clipped Wide Primitives Can Still be Visible These missing pixels can be restored by setting the scissor region to the visible area and then enlarging the viewport so that points and lines are clipped beyond the region in which they could contribute pixels.

Besides not being a particularly elegant solution, there is a problem in determining the amount to translate the polygon (or outline). In fact, in the general case there is no constant amount that can be expressed as a simple translation of the z object coordinate that will work for all polygons in a scene. Figure 19 shows two polygons (solid) with outlines (dashed) in the screen space y -z plane. One of the primitive pairs has a 45-degree slope in the y -z plane and the other has a very steep slope.

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