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原创 Learning OpenGL : (5) Using OpenGL
<br />1. GLUT<br />OpenGL utility toolkit.<br />Because GLUT was originally not licensed as open source, a new GLUT implementation, freeglut, has sprung up to take its place.<br /> <br /> <br /><br />2. GLEW<br />GLEW make an easy way to obtain full access
2011-03-18 12:36:00 3443 1
原创 Learning OpenGL : (4) What's OpenGL
<br />1. What is OpenGL<br />OpenGL is strictly defined as a software interface to graphics hardware.<br /> <br /> <br />2. Two Forms<br />OpenGl exists in two forms.<br />A software driver and a graphics card in your PC together make up an OpenGL implemen
2011-03-18 10:25:00 3109
原创 Learning OpenGL : (3) 3D Programming Principles
<br />1. Coordinate Clipping<br />In two-dimensional space, the clipping region is the minimum and maximum x and y values that are inside the window.<br /> <br /> <br />2. Viewport<br />The viewport is the region with in the window's client area that is us
2011-03-17 00:18:00 3007
原创 Learning OpenGL : (2) 3D Terminology
<br />1. Rendering<br />The process by which mathematical and image data is transformed into a 3D dimensional image.<br /> <br /> <br />2. Transformation<br />Vertex is moved around in space with a convenient mathematical construct called a transformation
2011-03-16 22:00:00 2662
原创 Learning OpenGL : (1) Concept of 3D
<br />1. Which 3D<br />The term three-dimensional, or 3D, means that an object being described or displayed has three dimension of measurement: width, height, and depth.<br /> <br /> <br />2. True 3D <br />To truly see in 3D, you need to actually view an o
2011-03-16 21:07:00 3294 1
原创 从零实现3D图像引擎:(15)三角形的光栅化
<br />1. 为什么要光栅化一个三角形<br />我们不能总让我们的引擎显示线框,要支持实心颜色、光照还有纹理贴图,这些都需要光栅化一个三角形作为支持。<br /> <br /> <br />2. 三角形的类型<br />为了方便光栅化,一般将三角形分为以下4种:<br /><br /> <br /> <br /> <br />3. 平底三角形光栅化<br />先上图:<br /><br />光栅化平底三角形的原理很简单,就是从上往下画横线。在图里我们取任意的一条光栅化直线,这条直线左边的端点x值为XL
2011-03-08 20:15:00 21155 7
原创 Effective C++ 学习笔记(1) : 语言联邦、弱化预编译器、const、初始化
来源:Effective C++ P11 ~ P23级别:200C++没有绝对适当的语言用法注意:C++是一个四大语言联邦国:C、Object-Oriented C++、Template C++、STL。const double AspectRatio = 1.653;注意:常量问题上多用编译器而少用预处理器。预处理会额外增加debug时追踪变量的时间、使程序变胖。除非编译老到对const的处理有额外内存开销,否则没必要定义宏常量。class GamePlayer { static const int Nu
2011-03-07 21:51:00 3147
原创 C++ Primer 学习笔记(2) : 基本语言2
来源:C++ Primer P49 ~ 67级别:100const int i, j = 0;注意:常量在定义时必须初始化。extern const int bufsize = 100;注意:在全局作用域声明的const变量默认为文件内部对象,在加上extern后,可以跨编译单元访问。int & refval = ival;注意:非const引用初始化后,一直绑定到该对象。且类型必须与绑定对象相同。double dval = 1.1;const int &ri = dval;注意:const引用可以绑定到不
2011-03-07 21:15:00 3412
原创 C++ Primer 学习笔记(1) : 基本语言
来源:C++Primer P1 ~ P49级别:100std::endl注意:效果不仅仅是换行,还会刷新缓冲区,以便立即看到结果。在debug过程中的log应该每句都用endl刷新缓冲区,避免因崩溃导致的缓冲区信息丢失,造成调试误导。MS-DOS窗口中输入Ctrl+Z来输入文件结束符注意:在一些简短的小测试程序中,经常会用while (std::cin >> value)来获取输入,这时按回车并不会导致退出循环,按Ctrl+Z则可以达到目的。true和false注意:任何非0值都代表true。0值代表fal
2011-03-07 20:32:00 2996
原创 VC2010中"Include Directories" 和 "Additional Include Directories"的区别
<br />右键一个Project,可以发现有两个地方设置Include的相关目录:<br />1. VC++ Directories -> Include Directories<br />2. C/C++ -> General -> Additional Include Directories<br /> <br />不知道具体有什么区别,后在MSDN上得到答案:<br />“VC++ Directories -> Include Directories” : Directory settings di
2011-03-05 15:50:00 23397
3D图形库宽高比透视与屏幕变换示例源代码
2011-02-23
3D图形Demo示例Hello3DWorld源代码
2011-02-17
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