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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 |
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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 |
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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 |
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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 |
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[Dave Pape] Graphics hardware & software; Python (0) | 2007.10.29 |