2009/02/19 21:06
프로그래밍/OpenGL ES
| No. | Title | Preview | Description |
| 01. | What Is OpenGL ES? | |
A description of what OpenGL ES is and how it is used. Keywords : None |
| 02. | Setting Up Your Environment | |
How do you setup a development environment for OpenGL ES? Keywords : None |
| 03. | OpenGL Window | |
This explains how to setup an OpenGL window for your mobile device. Keywords : UGCtx, ugInit, UGWindow, ugCreateWindow, ugDisplayFunc, ugMainLoop |
| 04. | Keyboard Input | |
How can messages from the keyboard be processed? Keywords : UG_KEY_*, ugKeyboardFunc |
| 05. | Mouse Input | |
How can messages from a pointing device be processed? Keywords : UG_BUT_*, ugPointerFunc |
| 06. | Rendering | |
How can the OpenGL window be setup for rendering? Keywords : glClearColor, glClear, GL_COLOR_BUFFER_BIT, glFlush, ugSwapBuffers |
| 07. | Orthographic Projection | |
How can an orthographic view be setup for rendering and how are basic primitives drawn? Keywords : glMatrixMode, glLoadIdentity, glOrthof, glVertexPointer, glEnableClientState, GL_VERTEX_ARRAY, glDrawArrays |
| 08. | Color And Shading | |
How can colors and shading be added to your primitives? Keywords : glColorPointer, GL_COLOR_ARRAY, glShadeModel, GL_FLAT, GL_SMOOTH, ugPostRedisplay |
| 09. | Window Resizing | |
How can your view be changed when a window resize is made? Keywords : GL_MODELVIEW, glViewPort |
| 10. | Transformations | |
What transformations exist to transform your objects. Keywords : glTranslatef, glScalef, glRotatef, ugIdleFunc |
| No. | Title | Preview | Description |
| 11. | Depth | |
How can the depth buffer be used to place objects behind one another? Keywords : GL_DEPTH_TEST, glDepthFunc, GL_DEPTH_BUFFER_BIT, GL_LEQUAL, glClearDepthf, glIsEnabled, UG_DEPTH |
| 12. | Perspective | |
How can perspective be added to your OpenGL scene to cause objects in the distance to appear smaller? How are standard shapes more easily created? Keywords : ugluLookAtf, ugSolidCubef, ugluPerspectivef |
| 13. | Solid Shapes | |
How are 3D shapes created? Keywords : None |
| 14. | Backface Culling | |
How can you save resources by not displaying hidden surfaces? Keywords : GL_CULL_FACE, glFrontFace, GL_CW, GL_CCW, glCullFace |
| 15. | Lighting | |
How can lighting be added to enhance the realism of your scenes? Keywords : GL_LIGHTING, GL_LIGHTX, glMaterialfv, glLightfv, glNormal3f, GL_COLOR_MATERIAL, GL_FRONT_AND_BACK, GL_AMBIENT, GL_DIFFUSE |
| 16. | Directional Lighting | |
How are directional lights (spotlights) created? Keywords : GL_SPECULAR, GL_SHININESS, GL_SPOT_DIRECTION, GL_SPOT_CUTOFF, GL_SPOT_EXPONENT |
| 17. | Texture Mapping | |
How can bitmap images be used to texture your primitives? Keywords : glGenTextures, glBindTexture, GL_TEXTURE_2D, glTexImage2D, GL_RGB, GL_UNSIGNED_BYTE, glTexParameterf, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_LINEAR, glTexCoordPointer, GL_TEXTURE_COORD_ARRAY |
| 18. | Texture Functions | |
What are texture filters and how can texture maps be repeated and clamped? Keywords : GL_NEAREST, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_REPEAT, GL_CLAMP_TO_EDGE, GL_LINEAR_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_GENERATE_MIPMAP |
| 19. | Blending | |
How can blending be used to combine colors and create different effects? Keywords : GL_BLEND, glBlendFunc, GL_ZERO, GL_ONE, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA |
| 20. | Transparency | |
How can 3D objects use blending to become transparent? Keywords : None |
| No. | Title | Preview | Description |
| 21. | Waving Flag | |
How can previous knowledge be used to generate a waving flag? Keywords : None |
| 22. | Fog | |
How can realistic fog be generated for your scenes? Keywords : GL_EXP, GL_EXP2, GL_LINEAR, glFogf, glFogfv, GL_FOG_MODE, GL_FOG_COLOR, GL_FOG_DENSITY, GL_FOG_HINT, GL_FOG_START, GL_FOG_END, GL_FOG |
| 23. | Masking | |
How can blending be used on masked images to achieve transparency? Keywords : None |
| 24. | Uncompressed TGAs | |
How can blending on targa(TGA) image files be used to achieve transparency? Keywords : TARGAFILEHEADER |
| 25. | Reflections | |
How can the stencil buffer be used to create reflective surfaces. Keywords : glClearStencil, GL_STENCIL_BUFFER_BIT, GL_STENCIL_TEST, glStencilOp, glStencilFunc, glColorMask [출처] 3D 모바일 opengl es 강좌 예제|작성자 아이엠쏭 |


