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OpenGL notes for myself

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by

András Turi

on 1 March 2011

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Transcript of OpenGL notes for myself

Textures UV mapping: koordináták a textúraképen
XY helyett, mert ez imaginárius unwrapping the mesh, creating the texture, and applying the texture OBJ file Fixed rendering pipeline (openGL ES 1.0, 1.1) Programmable pipeline: (ES 2.0, GLSL)
Shaders glVertex - bad!
VBO - glBufferData - good! - ES 1.1-től VBO - Vertex Buffer Objects - array of vertexes nincs is már glBegin/glEnd az ES-ben glDrawElements - vertex arrays Each time glDrawElements is called, the data is retransmitted to the graphics hardware to be rendered. If the data did not change, those additional copies are unnecessary. ... ... To avoid this, your application should store its geometry in a vertex buffer object (VBO). Data stored in a vertex buffer object is owned by OpenGL ES and may* be cached by the hardware or driver to improve performance.
* on the iPhone, it's probably not (in the past at least) a glVertexPointer is a bufferen belül müködik ha van éppen bind-olt buffer! GenBuffers(sizei n, uint *buffers)
Generates a new VBO and returns its ID number; Id 0 is reserved.

BindBuffer(enum target, uint buffer)
Use a previously created buffer as the active VBO.

BufferData(enum target, sizeiptrARB size, const void *data, enum usage)
Upload data to the active VBO.

DeleteBuffers(sizei n, const uint *buffers)
Deletes the specified number of VBOs from the supplied array or VBO id.

# List of Vertices, with (x,y,z[,w]) coordinates, w is optional.
v 0.123 0.234 0.345 1.0
v ...
...

# Texture coordinates, in (u,v[,w]) coordinates, w is optional.
vt 0.500 -1.352 [0.234]
vt ...
...

# Normals in (x,y,z) form; normals might not be unit.
vn 0.707 0.000 0.707
vn ...
...

# Face Definitions (see below)
f 1 2 3
f 3/1 4/2 5/3
f 6/4/1 3/5/3 7/6/5
f ...
...
Geometry transforms Vertex Data ModelView Mat Projection Mat Divide by w Viewport transform Object Coordinates Eye Coordinates Clip Coordinates Normalized Device Coordinates [-1,1] Window coordinates http://www.songho.ca/opengl/gl_transform.html Rendering primitives ES GL_POINTS
Draws individual points on the screen.

GL_LINE_STRIP
Series of connected line segments.

GL_LINE_LOOP
Same as above, with a segment added between last and first vertices.

GL_LINES
Pairs of vertices interpreted as individual line segments.

GL_TRIANGLES
Triples of vertices interpreted as triangles.

GL_TRIANGLE_STRIP

GL_TRIANGLE_FAN Links http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=01 Shaders go mobile http://www.opengl.org/pipeline/article/vol004_2/ http://blog.jayway.com/2010/12/30/opengl-es-tutorial-for-android-%E2%80%93-part-vi-textures/ http://blog.jayway.com/2010/02/15/opengl-es-tutorial-for-android-%E2%80%93-part-v/ http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=05 http://www.xmission.com/~nate/tutors.html Android 3D tunnel demo http://www.enfis.it/archives/14 http://insanitydesign.com/wp/projects/nehe-android-ports/ http://www3.ntu.edu.sg/home/ehchua/programming/android/Android_3D.html
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