Opengl main function introduction

Open GL is still the only API that can replace Microsoft's full control over 3D graphics technology. It still has some vitality, but Silicon Graphics no longer promotes Open GL in any way that makes Microsoft unhappy, so it has a higher risk. Game developers are a group with independent ideas, and many important developers are still using Open GL. Therefore, hardware developers are trying to strengthen their support. Direct3D currently does not support high-end graphics devices and professional applications; Open GL dominates these areas. Finally, the open source community (especially the Mesa project) has been working to provide Open GL support for any type of computer, whether or not they use Microsoft's operating system.

Opengl main function introduction

At present, domestic 3D game development technology is in a critical period of catching up with foreign countries. From creativity, planning, research and development and implementation, to the operation and maintenance of games, there is a lot of knowledge worth learning and exploring. Due to the promotion of the Linux operating system platform, various Linux-based applications have also grown, so cross-platform 3D game development based on cross-platform graphics libraries has received increasing attention. OpenGL (open graphics library) is an independent platform-independent 3D graphics development library. The main framework development in various languages ​​and the application of OpenGL functions can be used to develop 3D games. However, due to the platform relevance of framework development, the game cannot be compiled and run across platforms, so the glut+OpenGL approach is a good choice. But glut is not ideal for supporting complex frameworks and various media. Under Linux, framework technology such as FLTK can be used to implement more complex framework functions including buttons, but a special Linux development environment is required. KDE enthusiasts in many Window environments obviously cannot adapt to this. In contrast, SDL (Simple Direct Media Layer), as a free cross-platform multimedia application programming interface, has been widely used to develop 2D games. Its excellent message frame support, file support and sound support make it a Microsoft DirectX. One of the most mature technologies.

OpenGL basic functions

OpenGL is able to render and shade the entire 3D model to create a 3D view that is very similar to the objective world. In addition, OpenGL can also perform three-dimensional interaction, motion simulation and so on. The specific functions are mainly as follows.

Model drawing

OpenGL is capable of drawing points, lines and polygons. Applying these basic shapes, we can construct almost all 3D models. OpenGL typically uses the vertices of the model's polygons to describe the 3D model. How to describe a 3D model through polygons and their vertices is described in detail in the subsequent chapters of the guide.

Model observation

After establishing the 3D scene model, you need to use OpenGL to describe how to observe the created 3D model. Observing the 3D model is done through a series of coordinate transformations. The coordinate transformation of the model enables the observer to observe the three-dimensional model landscape that is compatible with the viewpoint at the viewpoint position. In the observation process of the whole 3D model, the type of projection transformation determines the way of observing the 3D model, and the view of the 3D model obtained by different projection transformations is also different. The final window transformation crops and zooms the image of the model, which determines the image of the entire 3D model on the screen.

Color mode specification

OpenGL uses some specialized functions to specify the color of the 3D model. The programmer can choose two color modes, RGBA mode and color table mode. In RGBA mode, the color is directly specified by the RGB value; in the color table mode, the color value is specified by a color index value in the color table. Programmers can also choose to shade the entire 3D landscape by selecting both shader and smooth shading.

Opengl main function introduction

Lighting application

3D models drawn with OpenGL must be illuminated to be more similar to objective objects. OpenGL provides a way to manage four types of light (radiation, ambient, specular, and diffuse), as well as the reflection properties of the model surface.

Image enhancement

OpenGL provides a series of functions that enhance the imagery of 3D landscapes. These functions enhance image effects through anti-aliasing, blending, and fogging. Anti-aliasing is used to improve the sawtooth pattern of the image in the image and is smoother. It is used to process the semi-transparent effect of the model. The fog makes the image fade from the viewpoint to the distance, closer to reality.

Bitmap and image processing

OpenGL also provides functions that operate on bitmaps and images.

Texture mapping

The three-dimensional scene is not real enough because of the lack of specific details of the scene. In order to more realistically represent the three-dimensional scene, OpenGL provides the function of texture mapping. OpenGL provides a series of texture mapping functions that make it easy for developers to attach real images to the polygons of the scene, allowing them to draw realistic three-dimensional landscapes within the window.

Real-time animation

In order to get a smooth animation, you need to first generate the next image in memory, and then copy the generated image from memory to the screen. This is OpenGL's double buffer technology. OpenGL provides a set of functions for double buffering.

Interactive technology

There are many graphics applications that require human-computer interaction. OpenGL provides a convenient 3D graphics human-computer interaction interface, and users can choose to modify objects in the 3D landscape.

Advanced Features

OpenGL is designed to be output only, so it only provides rendering functionality. The core API has no concept of windowing, audio, printing, keyboard/mouse or other input devices. Although this beginning seems like a limitation, it allows the rendering code to be completely independent of the operating system he runs, allowing cross-platform development. However, some things integrated into the native window system need to allow interaction with the host system. This is achieved through the following additional APIs:

* GLX - X11 (including transparent network)

* WGL - Microsoft Windows

* AGL - Apple MacOS

In addition, the GLUT library provides basic window functionality in a portable manner.

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