Download Advanced Linux 3D Graphics Programming by Norman Lin PDF
By Norman Lin
Complex Linux 3D pictures Programming builds upon the origin set in Norman Lin's Linux 3D portraits Programming. This moment quantity presents programmers who're skilled in either Linux and primary 3D images strategies with a well-rounded standpoint on 3D idea and perform in the context of programming better interactive 3D functions.
Lin's basic aim is to supply an excellent realizing of the options occupied with interactive 3D pictures programming which will permit the reader to jot down 3D courses, libraries, and video games, and to examine and comprehend others' 3D code. via concentrating on greater than simply hard-core 3D algorithms, and through delivering specific details on both very important concerns corresponding to 3D modeling, global modifying, electronic sound, and collision detection, Lin supplies the reader enough details to software and populate whole 3D worlds below Linux.
Lin's cautious stability among thought and perform offers either operating code examples and an organization theoretical origin, thereby empowering the reader to join the pro 3D programming group.
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Additional resources for Advanced Linux 3D Graphics Programming
To convert between these two systems, we need to do two things: swap the y and the z values as we read them from the Videoscape file, and reverse the ordering of the vertices in a face definition to preserve the front/back orientation of the face after the vertex swap. After converting the coordinates in this manner, the constructor then initializes each polygon by computing its center, surface normal, and containing plane. At this point, the polygon is also assigned a random color.
The update_event for the drawdot pipeline adds the velocities to the positional variables, and makes sure the position stays within the bounds of the screen. In other words, x += dx and y += dy. The draw_event for the drawdot pipeline first calls the draw_point routine of the rasterizer, which then forwards the request to the rasterizer implementation to draw a pixel at a particular point in a particular color. Remember that the drawing occurs off-screen (double buffering). The pixel color must be specified in “native” format for the current color depth and color model.
You “plug” this pipeline into an event dispatcher. Your application pipeline responds to events from the dispatcher by filling in the blanks left by the virtual functions key_event, update_event, and draw_event. The application pipeline draws to the screen by using the screen, rasterizer implementation, and rasterizer objects it created within its constructor. This forms a complete, interactive, event-driven, hardware-independent graphics program. Overview of l3d Classes We are now ready to look at the specific l3d classes.