3D GRAPHICS USING OPENGL ES 2 0

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Android in action 3rd

ANDROID IN ACTION 3RD

9.3 Introducing OpenGL for Embedded Systems
One of the most interesting features of the Android platform is its support of OpenGL for Embedded Systems ( OpenGL ES ). OpenGL ES is the embedded systems version of the popular OpenGL standard, whic[r]

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3D Graphics with OpenGL ES and M3G- P28 pot

3D GRAPHICS WITH OPENGL ES AND M3G- P28 POT

match the configuration color format to that of the system frame buffer. You should also use full-screen window surfaces if possible, as that may enable the system to use direct flips instead of copies.
Window surfaces can be expected to be the best-performing surfaces of most OpenGL ES

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3D Graphics with OpenGL ES and M3G- P26 potx

3D GRAPHICS WITH OPENGL ES AND M3G P26 POTX


10.4 EXTENSIONS
OpenGL ES inherits the extension mechanism of the desktop OpenGL. Any vendor can create their own extensions to the basic behavior. Additionally, the OpenGL ES specifica- tion defines a few optional extensions that are likely to be implemented by[r]

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3D Graphics with OpenGL ES and M3G- P27 pot

3D GRAPHICS WITH OPENGL ES AND M3G- P27 POT

All implementations should provide at least one configuration that supports rendering into a window surface, and has at least 16 bits of color buffer and 15 bits of depth buffer resolution. However, all other bets are off. For example, the implementation may offer you only configurations that have zer[r]

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3D Graphics with OpenGL ES and M3G- P29 pot

3D GRAPHICS WITH OPENGL ES AND M3G P29 POT


272 INTRODUCING M3G C H A P T E R 12
but some implementations use tailor-made software rasterizers instead. All hardware- accelerated devices are probably using OpenGL ES, though.
Finally, at the bottom right of Figure 12.1, we have the Java Virtual Machine (VM) with its c[r]

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3D Graphics with OpenGL ES and M3G- P24 potx

3D GRAPHICS WITH OPENGL ES AND M3G P24 POTX


9.5.4 DEPTH TESTING
Depth testing is the final test in the OpenGL ES fragment pipeline. It is used for sorting the primitives at each pixel based on their distance from the camera. Typically we want the closest object to cover the ones farther away. However, some algorithms exist th[r]

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3D Graphics with OpenGL ES and M3G- P30 pps

3D GRAPHICS WITH OPENGL ES AND M3G P30 PPS

12.2.5 PARAMETER PASSING
The parameter-passing semantics of Java are very easy to remember: int , float , and other primitive types are passed by value, everything else by reference. However, what happens to a referenced object is up to each method. It may be written to, its contents may be copied[r]

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3D Graphics with OpenGL ES and M3G- P22 ppsx

3D GRAPHICS WITH OPENGL ES AND M3G P22 PPSX


198 OPENGL ES RASTERIZATION AND FRAGMENT PROCESSING C H A P T E R 9
they do not have to be the same (for example 32 × 64 is a valid size). The two format parameters, internalformat and format , must be the same, and they must be one of the formats in the table below. The table also[r]

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3D Graphics with OpenGL ES and M3G- P21 pps

3D GRAPHICS WITH OPENGL ES AND M3G P21 PPS

The flat shading model is somewhat awkward to use, and does not usually give the result one might expect as the lighting is calculated using only a single vertex and a single nor- mal per triangle. Even if the faceted look of a polygonal object is desired, you might well use smooth shading and[r]

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3D Graphics with OpenGL ES and M3G- P23 docx

3D GRAPHICS WITH OPENGL ES AND M3G P23 DOCX

glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_ONE_MINUS_SRC_ALPHA ); glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
9.2.8 POINT SPRITE TEXTURING
Point sprites are another feature introduced in OpenGL ES 1.1. Many natural phenomena such as fire or smoke[r]

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3D Graphics with OpenGL ES and M3G- P37 pps

3D GRAPHICS WITH OPENGL ES AND M3G- P37 PPS

Performance tip: Do not confuse Sprite3D with point sprites in OpenGL ES. Because each instance of Sprite3D incorporates its own transformation, it is too slow for most use cases of point sprites. The scaling computations are also more complex than for point sprites. Part[r]

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3D Graphics with OpenGL ES and M3G- P36 ppsx

3D GRAPHICS WITH OPENGL ES AND M3G- P36 PPSX

Regardless of the light type, you can set the light color through setColor
using the familiar hexadecimal 0xAARRGGBB color notation. For example,
myLight.setColor(0x00FF3311) gives myLight a strong red tint. The inten- sity of the light is set separately in floating point using the[r]

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3D Graphics with OpenGL ES and M3G- P38 docx

3D GRAPHICS WITH OPENGL ES AND M3G P38 DOCX


F i g u r e 15.1: Two variants of billboard trees. On the left, the trees are aligned with the Z axis of the camera; on the right, they are aligned to face the camera origin. In both cases, the vertical axis of each tree is constrained to be perpendicular to the ground plane.
Performance tip: Al[r]

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3D Graphics with OpenGL ES and M3G- P35 pptx

3D GRAPHICS WITH OPENGL ES AND M3G- P35 PPTX


14.1.4 EXAMPLE
Now we know how to build some geometry in M3G and draw it. Let us illustrate this with a more comprehensive example where we create some colored triangles and render them. We assume that you have set up your Graphics3D and Camera as described in Chapter 13; make sure[r]

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3D Graphics with OpenGL ES and M3G- P39 potx

3D GRAPHICS WITH OPENGL ES AND M3G P39 POTX

pitfall: Your keyframe sequences are not valid until a valid duration is set. This concerns all sequences, regardless of whether they loop or not.
We mentioned looping sequences, and often you will use exactly those. For example, the motion of a helicopter rotor is easily defined using just[r]

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3D Graphics with OpenGL ES and M3G- P32 pdf

3D GRAPHICS WITH OPENGL ES AND M3G P32 PDF


298 BASIC M3G CONCEPTS C H A P T E R 13
a LUMINANCE_ALPHA image would consist of two bytes giving the luminance and alpha of the first pixel, followed by two bytes giving the luminance and alpha of the second pixel, and so on. The pixels are ordered top-down and left to right, i.e., the first widt[r]

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3D Graphics with OpenGL ES and M3G- P31 pps

3D GRAPHICS WITH OPENGL ES AND M3G P31 PPS

object (see Section 13.2) instead of a Graphics .
So what exactly happens when you bind and then later release a target? From the developer’s point of view, nothing much: bindTarget simply flushes all 2D drawing commands so that 3D rendering can proceed, and releaseTarget does the opp[r]

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3D Graphics with OpenGL ES and M3G- P34 ppt

3D GRAPHICS WITH OPENGL ES AND M3G P34 PPT


not strictly true. The VertexArray and KeyframeSequence classes do in fact have special encodings as an option. However, the encodings are almost trivial.
Vertex arrays—including colors, normals, texture coordinates and vertex positions—can be compressed with delta encoding . This means that eac[r]

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3D Graphics with OpenGL ES and M3G- P20 ppt

3D GRAPHICS WITH OPENGL ES AND M3G P20 PPT

The point is the simplest OpenGL primitive, and it requires only one vertex. Its primary property is its size, which is set by the function
void glPointSize{fx} ( type size).
The point size corresponds to its diameter (the total width), defined in pixels, and it defaults to 1. Points can b[r]

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3D Graphics with OpenGL ES and M3G- P7 ppsx

3D GRAPHICS WITH OPENGL ES AND M3G- P7 PPSX

The 2D coordinate system used in OpenGL (ES) has its origin at the lower left corner such that x grows to the right and y upward, as illustrated in Figure 2.14. In many windowing systems, as well as in M3G, the y axis is flipped: the origin is at the upper left corner and
y grows down[r]

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