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OpenSceneGraph 3.0 : beginner's guide : create high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines / Rui Wang, Xuelei Qian.
- Format:
- Book
- Author/Creator:
- Wang, Rui (Software engineer)
- Language:
- English
- Subjects (All):
- Application program interfaces (Computer software).
- Virtual reality--Computer programs.
- Virtual reality.
- Three-dimensional display systems.
- Computer graphics.
- Physical Description:
- 1 online resource (412 p.)
- Edition:
- 1st edition
- Other Title:
- Open Scene Graph 3.0
- Place of Publication:
- Birmingham, U.K. : Packt Open Source, 2010.
- Language Note:
- English
- System Details:
- text file
- Summary:
- Create high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines.
- Contents:
- Cover; Copyright; Credits; Foreword; About the Authors; About the Reviewers; Table of Contents; Preface; Chapter 1: The Journey into OpenSceneGraph; A quick overview of rendering middleware; Scene graphs; The Birth and development of OSG; Components; Why OSG?; Who uses OSG?; Have a quick taste; Time for action - say ""Hello World"" OSG style; Live in community; Summary; Chapter 2: Compilation and Installation of OpenSceneGraph; System requirements; Using the installer; Time for action - installing OSG; Running utilities; Time for action - playing with osgviewer; Using the project wizard
- Time for action - creating your solution with one clickPrebuilts making trouble?; Cross-platform building; Starting CMake; Time for action - running CMake in GUI mode; Setting up options; Generating packages using Visual Studio; Time for action - building with a Visual Studio solution; Generating packages using gcc; Time for action - building with a UNIX makefile; Configuring environment variables; Summary; Chapter 3: Creating Your First OSG Program; Constructing your own projects; Time for action - building applications with CMake; Using a root node
- Time for action - improving the ""Hello World"" exampleUnderstanding memory management; ref_ptr and Referenced classes; Collecting garbage: why and how; Tracing the managed entities; Time for action - monitoring counted objects; Parsing command-line arguments; Time for action - reading the model filename from the; command line; Tracing with the notifier; Redirecting the notifier; Time for action - saving the log file; Summary; Chapter 4: Building Geometry Models; How OpenGL draws objects; Geode and Drawable classes; Rendering basic shapes; Time for action - quickly creating simple objects
- Storing array dataVertices and vertex attributes; Specifying drawing types; Time for action - drawing a colored quad; Indexing primitives; Time for action - drawing an octahedron; Using polygonal techniques; Time for action - tessellating a polygon; Rereading geometry attributes; Customizing a primitive functor; Time for action - collecting triangle faces; Implementing your own drawables; Using OpenGL drawing calls; Time for action - creating the famous OpenGL teapot; Summary; Chapter 5: Managing Scene Graph; The Group interface; Managing parent nodes
- Time for action - adding models to the scene graphTraversing the scene graph; Transformation nodes; Understanding the matrix; The MatrixTransform class; Time for action - performing translations of child nodes; Switch nodes; Time for action - switching between the normal and; damaged Cessna; Level-of-detail nodes; Time for action - constructing a LOD Cessna; Proxy and paging nodes; Time for action - loading a model at runtime; Customizing your own NodeKits; Time for action - animating the switch node; The visitor design pattern; Visiting scene graph structures
- Time for action - analyzing the Cessna structure
- Notes:
- Includes index.
- ISBN:
- 9786612947759
- 9781282947757
- 1282947753
- 9781849512831
- 1849512833
- OCLC:
- 797915916
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