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Textures are simply rectangular arrays of data - for example, color data, luminance data, or color and alpha data. The individual values in a texture array are often called texels.
The data describing a texture may consist of one, two, three, or four elements per texel, representing anything from a modulation constant to an (R, G, B, A) quadruple.
A texture object stores texture data and makes it readily available. You can now control many textures and go back to textures that have been previously loaded into your texture resources.
| Duane C. Brown "Close-Range Camera Calibration" (0) | 2010.06.02 |
|---|---|
| test: composing OpenCV Iplimage and OpenGL graphics in one window screen (0) | 2010.05.30 |
| virtual studio 구현: camera calibration (0) | 2010.05.26 |
| Jonathan Merritt's Camera Calibration for Blender (0) | 2010.05.18 |
| virtual studio 구현: camera calibration test (1) | 2010.05.18 |
ftp://medialab.sogang.ac.kr
폴더: 오동훈>opengl
C관련 참고 사이트
www.winapi.co.kr
추천 교재
OpenGL 3판, 정보교육사
컴퓨터 그래픽스, 한빛미디어
1. Setting OpenGL
다음의 세 파일을 컴퓨터에 설치한다
1) glut.h
소스코드에서 아래와 같이 하면
#include <gl/glut.h>
다음 경로에서 헤더 파일을 호출한다
C:\Program Files\Microsoft Visual Studio\VC98\Include\GL
2) glut32.dll
dll
dynamic link library
다음 위치에 복사한다
C:\WINDOWS\system32
3) glut32.lib
다음 위치에 복사한다
C:\Program Files\Microsoft Visual Studio\VC98\Lib
2. 예제 코드 Simple.c
* call back 함수
glutDisplayFunc(RenderScene)
여기서 argument로 쓰인 RenderScene은 함수이다
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB)
여기서 argument는 buffer를 single로 할지 double로 할지를 선택한다.
glFlush() - single일 때
glSwapBuffer() - double일 때
SetupRC()
RC=rendering context
glutMainLoop()
일종의 while문이라고 생각하면 된다.
무한 루프를 돌면서 어떤 이벤트가 생기는지 검사한다.
| OpenGL Super Bible (0) | 2008.08.02 |
|---|---|
| Rendering for an Interactive 360 Light Field Display (0) | 2008.07.11 |
| Game Blender (0) | 2008.02.24 |
| Maya tutorials (0) | 2008.02.18 |
| curved surfaces 곡면 (0) | 2008.02.12 |
| [오동훈] OpenGL #1 (0) | 2008.08.13 |
|---|---|
| Rendering for an Interactive 360 Light Field Display (0) | 2008.07.11 |
| Game Blender (0) | 2008.02.24 |
| Maya tutorials (0) | 2008.02.18 |
| curved surfaces 곡면 (0) | 2008.02.12 |
When: Tuesday/Thursday 2:00 - 3:50 pm
Where: CFA 242
Instructor: Dave Pape
e-mail: depape at buffalo.edu
Office: CFA 250
Office hours: Wed 12-1pm; Tues/Thurs 1-2pm
Website: http://resumbrae.com/ub/dms423/
This production course introduces students to the concepts and practice of programming 2-D and 3-D computer graphics using OpenGL. The major focus is on developing the skills needed to create interactive, real-time CG experiences. Students write their own code to create customized computer tools and visuals and learn the fundamentals of graphics.
Upon completing this course, a student should have an understanding of basic computer graphics technical concepts - e.g., be able to describe the different types of geometric transformations, define what a normal vector is and what it's used for, understand how a texture image is applied to a shape, etc. The student should also be comfortable with using programming and mathematics (trigonometry, interpolation, vectors) to build and control a graphical scene.
There is no single required text. Rather, students should choose one of the following texts, based on their background and programming experience:
Useful websites:
The major topics that we will cover are:
|
|
| Aug 28/30 | Introduction |
| Sep 4/6 | Images, frame buffer |
| Sep 11 | Geometry, coordinate systems |
| Sep 20/22 | Transformations |
| Sep 25/27 | More transformations, 3D coordinates |
| Oct 2/4 | Depth cues |
| Oct 9/11 | Math |
| Oct 16/18 | Interaction |
| Oct 23/25 | Texturing |
| Oct 30/Nov 1 | Lighting |
| Nov 6/8 | Motion math |
| Nov 13/15 | Sound |
| Nov 20 | Alpha |
| Nov 27/29 | PD |
| Dec 4/6 | Special topics TBD |
| [Dave Pape] GLUT; geometry; coordinate systems (0) | 2007.11.01 |
|---|---|
| [Dave Pape] Graphics hardware & software; Python (0) | 2007.10.29 |