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Chapter 1-2     Chapter 3-4    Chapter 5-7      Chapter 8-13


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CHAPTER 8 Drawing Pixels, Bitmaps, Fonts, and Images

 Drawing a Bitmapped Character (example 8.1) 18 November 2003
Description :

Delphi courses learning tutor OpenGL 3D Development Information Technology This is an example of drawing a raster character.

Please note that normally the font would be stored in a bitmap file and not generated by the code.

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 Defining a Complete Font (example 8.2) 18 November 2003
Description :

Delphi courses learning tutor OpenGL 3D Development Information Technology Here we define and draw a complete font using Multiple display lists.

Please note that normally the font would be stored in a bitmap file and not generated by the code.

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CHAPTER 9 Texture Mapping

 Texture-Mapped Checkerboard (example 9.1) 18 November 2003
Description :

Delphi courses learning tutor OpenGL 3D Development Information Technology This is the first tutorial about texture mapping.

We generate a checkerboard texture and map it to two polygons.

The right polygon is angles so we can see how the texture changes according to you viewpoint

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 A Mipmapping Example (example 9.2) 18 November 2003
Description :

Delphi courses learning tutor OpenGL 3D Development Information Technology Mipmapping is the way OpenGL defines different levels of detail depending on your distance from the texel

In this tutorial we have defined 6 Mipmaps each with a different colour so we can see how OpenGL uses them.

Normally these images will just be scaled versions of the original

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 Automatic Texture-Coordinate Generation (example 9.3) 18 November 2003
Description :

Delphi courses learning tutor OpenGL 3D Development Information Technology Here we automatically generate texture coordinates for mapping our texture.

We also use a one dimentional texture in stead of two dimentional.

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 Environment Mapping (example 9.3b) 18 November 2003
Description :

Delphi courses learning tutor OpenGL 3D Development Information Technology I was getting bored again, so i decided to modify the previous tutorial slightly to show environment mapping

All the code changes where made in the glInit() procedure.

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 Using the texture Matrix (example 9.4) 24 November 2003
Description :

Delphi courses learning tutor OpenGL 3D Development Information Technology Here we use the texture matrix to translate the texture to the left.

For each render loop a variable is incremented so that it looks like the texture is constantly moving to the left.

 

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CHAPTER 10 The Framebuffer

 Using the Stencil Test (example 10.1) 24 November 2003
Description :

Delphi courses learning tutor OpenGL 3D Development Information Technology We use the Stencil buffer to draw a blue sphere on the inside of the stencil and two yellow tori on the outside.

Take note that because we dont use aux or glut, we have to set our Pixel Format Descriptor to use one stencil buffer.

Check the glCreateWnd function to see how that is done.

To see a more impressive version of using stencil buffers, click here.

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 Scene Antialiasing (example 10.2 and 3) 25 November 2003
Description :

Delphi courses learning tutor OpenGL 3D Development Information TechnologyHere we use the accumulation buffer to do full-scene antialiasing on a scene ,using the special routines accFrustum() and accPerspective() to replace gluPerspective.

Take note that because we dont use aux or glut, we have to set our Pixel Format Descriptor to use accumilation buffers.

Check the glCreateWnd function to see how this is done.

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 Jittering with an Orthographic Projection (example 10.4) 25 November 2003
Description :

Delphi courses learning tutor OpenGL 3D Development Information Technology This project is the same as example 10.2 and 3 but here we use an orthographic projection to jitter / anti-alias the scene.

 

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 Creating a Depth-of-Field Effect (example 10.5) 25 November 2003
Description :

Delphi courses learning tutor OpenGL 3D Development Information Technology To create a Depth-of-Field effect we render the scene 8 times accumilating each time.

For every time we render the scene, we "pivot" the viewangle around the gold Sphere.

This way it seems that we focus on the gold Sphere.

The further away any Sphere is from this one, the more blurred it will be.

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CHAPTER 11 Evaluators and NURBS

 Drawing a Bezier Curve Using Four Control Points (example 11.1) 01 December 2003
Description :

Delphi courses learning tutor OpenGL 3D Development Information Technology  Here we use evaluators to draw a Bezier curve using 5 control points.

For another type of implementation of this,click here

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Drawing a Bezier Surface (example 11.2) 01 December 2003
Description :

Delphi courses learning tutor OpenGL 3D Development Information Technology Again we use evaluators, but this time we draw a bezier surface using line strips.

We also use two dimentional Evaluators in stead of one dimentional.

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 Drawing a Lit, Shaded Bezier Surface Using a Mesh (example 11.3) 01 December 2003
Description :

Delphi courses learning tutor OpenGL 3D Development Information Technology This project is very similar to the previous one.

The only big difference is that we use a filled surface instead of Line Strips.

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 Using Evaluators for Textures (example 11.4) 01 December 2003
Description :

Delphi courses learning tutor OpenGL 3D Development Information Technology Here we continue with the previous example.

I use evaluators on textures as well as the actual surface being generated.

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 Drawing a NURBS Surface (example 11.5) 01 December 2003
Description :

Delphi courses learning tutor OpenGL 3D Development Information Technology This trutorial renders a NURBS (Non-Uniform Rational B-Spline) surface in the shape of a symmetrical hill with control points ranging from -3.0 to 3.0.

For another implementation of this click here.

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 Trimming a NURBS Surface (example 11.6) 01 December 2003
Description :

Delphi courses learning tutor OpenGL 3D Development Information Technology  For this tutorial we trim the NURBS Surface Using gluBeginTrim and gluEndTrim.

Between these calls we can specify any Curve we want to trim using gluPwlCurve or gluNurbsCurve.

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CHAPTER 12 Selection and Feedback

 A Selection Example (example 12.1 and 2) 11 December 2003
Description :

Delphi courses learning tutor OpenGL 3D Development Information Technology  Here we show selection.

Any triangle that is inside the viewing volume (depicted by the white wire-frame cube) will be selected.

I also added some extra code from a previous example the prints everyting in the selection buffer to the screen.

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 A Picking Example (example 11.6) 11 December 2003
Description :

Delphi courses learning tutor OpenGL 3D Development Information Technology  This tutorial shows the basic principles of Picking (Also known as glPicking)

Click on any block to change its colour.

NB: It is possible to click on more than one block at a time.

To prevent this you might want to make the picking area around the mouse pointer smaller.

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 Using gluUnProject (Non Redbook) 29 January 2004
Description :

Delphi courses learning tutor OpenGL 3D Development Information Technology  In this application I show one implementation of the gluUnProject function.

Windows coordinates are passed to the function and a 3D vector is returned.

I then move the small box using that vector.

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 Coming soon
Description :

  I am still working on these tutorials.
I will have these online as soon as possible



Chapter 1-2     Chapter 3-4    Chapter 5-7      Chapter 8-13


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