By Tom McReynolds, David Blythe
Read or Download Advanced Graphics Programming Techniques Using OpenGL PDF
Best programming books
With insights from a number one deployment consulting workforce, this e-book deals an advent to Microsoft CRM basics and gives directions for adapting Microsoft CRM to satisfy exacting company wishes.
Get the targeted, scenario-based suggestions you must plan and installation vanguard possibility administration Gateway (TMG) as your community perimeter firewall. The evolution of Microsoft ISA Server, vanguard TMG offers a number of layers of constantly up to date protections opposed to the most recent Web-based threats, together with URL filtering, antimalware inspection, and intrusion prevention.
- SAS(R) programming by example
- Principles and Practice of Constraint Programming - CP 2005: 11th International Conference, CP 2005, Sitges, Spain, October 1-5, 2005. Proceedings
- Programming in Prolog
- The IDA Pro Book: The Unofficial Guide to the World's Most Popular Disassembler (2nd Edition)
Extra info for Advanced Graphics Programming Techniques Using OpenGL
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.