Monthly Archives: October 2010

Visualizing Rotation of a Rigid Body

My fans (yes, both of you! Or am I down to one? zero?) may be wondering where I’ve gotten to. I’ve been working up a visualization program for a conference in Nanjing, China. Back in grad school, I was an … Continue reading

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Experimenting with Materials

I’ve been having trouble getting the specular highlights to show up on translucent ellipsoids, so I decided to create a program to let me vary the material colors and light strengths with sliders. I partly based it on Spot, but … Continue reading

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New Book: iPhone 3D Programming

I’ve been working through the OpenGL SuperBible, Fourth Edition, and in order to get to shaders and begin working in OpenGL ES on the iOS, I decided to pick up a copy of iPhone 3D Programming, by Philip Rideout, a … Continue reading

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Chapter 8

Chapter 8 covers texturing, the process of applying an image to a surface, instead of simply making it a solid color. This can improve an image by adding a lot of detail without adding a huge number of triangles with … Continue reading

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Querying OpenGL: Version and Extensions

OpenGL exists in a variety of versions, and different vendors have created extensions that other vendors don’t support. So how do you tell what verions of OpenGL you have, and what extensions can you use? OpenGL lets you query its … Continue reading

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Loading TGA Files

Chapter 7 covers how to deal with bit-mapped images, used as textures that cover images. The first program, Bitmap, uses a small data array to create a 16 by 16 black and white image of a campfire, only one bit … Continue reading

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SphereWorld with Fog

Adding fog to Sphere World is another fast and easy upgrade. In my version, pressing the space bar toggles the fog effect off and on, making the effect of fog very apparent. Adding fog is simply a matter of adding … Continue reading

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