By Richard S., Jr. Wright, Benjamin Lipchak
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Additional resources for OpenGL Super Bible
By the time you finish this book, you will be able to revisit this example and even be able to write it from scratch yourself. OpenGL Super Bible! Page 37 Chapter 3 Learning OpenGL With The AUX Library What you’ll learn in this chapter: Which headers and libraries are used with OpenGL How the AUX library provides basic windowing functions on just about any platform How to use OpenGL to create a window and draw in it How to use the OpenGL default coordinate system How to create composite colors using the RGB (red, green, blue) components How viewports affect image dimensions How to scale your drawing to fit any size window How to perform simple animation using double buffering How to draw predefined objects Now that you’ve been introduced to OpenGL and the principles of 3D graphics, it’s time to set our hands to writing some OpenGL code.
OpenGL Super Bible! Page 33 Figure 2-11 Cartesian coordinates in three dimensions Projections, The Essence of 3D You’ve seen how to specify a position in 3D space using Cartesian coordinates. No matter how we might convince your eye, however, pixels on a screen have only two dimensions. How does OpenGL translate these Cartesian coordinates into two-dimensional coordinates that can be plotted on a screen? ” Simple? Well, not really— we could actually go on for many pages and lose most of our readers who didn’t take or don’t remember their linear algebra from college explaining this “simple” technique.
Let’s look at an example of this kind of animation. In Listing 3-4, we’ll modify Listing 3-3 to bounce the square around off the inside borders of the window. We’ll need to keep track of the position and size of the rectangle as we go along, and account for any changes in window size. Page 62 OpenGL Super Bible! 0f); } // Called by AUX library to u pdate window OpenGL Super Bible! 0f); // Clear the window with current clearing color glClear(GL_COLOR_BUFFER_BIT); // Set drawing color to red, and draw rectangle at // current position.