Monthly Archives: September 2010

Chapter 6, More on Colors and Materials

This chapter explains using color blending, accumulation buffers and multisampling. Blending is useful for a variety of effects, including reflections and fog. Multisampling can reduce aliasing, by sampling each primitive several times per pixel, a sort of averaging. Multisampling is … Continue reading

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Sphere World, Chapter 5 Version

Sphere World now has upgraded from wireframes to solid objects, and also has shadows! There weren’t any terribly instructive errors, but I did upgrade the book’s version by increasing the number of panels on the sphere, and added multi-sampling to … Continue reading

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Chapter 5, Color, Materials and Lighting: The Basics

The first program in chapter 5 is LitJet, which draws a very simple airplane constructed from a small number of triangles. So the user could rotate the jet to any arbitrary orientation, I added sliders to set the roll, pitch … Continue reading

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Creating a New OpenGL Project

I’ve typically proceeded by creating a new project and its files from scratch, copying only a few larger and more tedious chunks (list of vertices, code I’ve already typed into a previous project, and the like). Along the way I’ve … Continue reading

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Introducing Sphere World

Chapter 4 introduces Sphere World, an app that progressively improves as the chapters roll by. This first version simply draws the ground as a gridded plane, with a spinning torus at the center, orbited by a small sphere. Fifty other … Continue reading

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Chapter 4: Geometric Transformations: The Pipeline

The book says “this is the dreaded math chapter.” I’m an aerospace engineer specializing in dynamics and control theory, so I don’t mind matrix math, so the book’s discussion isn’t at the level of detail I’d like to see. Anybody … Continue reading

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Chapter 3: Drawing in Space: Geometric Primitives and Buffers

This chapter introduces the basic objects used to create graphics: points, lines, triangles and polygons, and the different options for each. I did finally cause an OpenGL error with my code, and logOpenGLError performed as I had hoped. I actually … Continue reading

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