Advanced Linux 3D Graphics Programming by Norman Lin

By Norman Lin

Complicated Linux 3D portraits Programming builds upon the origin set in Norman Lin's Linux 3D pictures Programming. This moment quantity presents programmers who're skilled in either Linux and primary 3D images suggestions with a well-rounded standpoint on 3D concept and perform in the context of programming better interactive 3D functions.

Lin's fundamental target is to supply a fantastic realizing of the innovations occupied with interactive 3D pics programming with the intention to let the reader to jot down 3D courses, libraries, and video games, and to examine and comprehend others' 3D code. via targeting greater than simply hard-core 3D algorithms, and through supplying specific info on both very important concerns corresponding to 3D modeling, international modifying, electronic sound, and collision detection, Lin offers the reader enough info to software and populate entire 3D worlds lower than Linux.

Lin's cautious stability among conception and perform offers either operating code examples and a company theoretical beginning, thereby empowering the reader to join the pro 3D programming group.

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2D Graphics Current mainstream display hardware for personal computers is for all practical purposes flat and two-dimensional. The classes described in the following section deal with accessing 2D screen and drawing 2D raster graphics. h) work closely together to control and provide access to the display hardware. The class l3d_screen is an abstract interface to a display device. A screen is responsible for the creation, setup, and display of the data which has been plotted to the screen. However, the screen is not responsible for doing the plotting itself.

In fact, these steps are representative of event-based programming in general, on a variety of platforms, as evidenced by the fact that the following scheme also can be applied to event-driven programs under various operating systems. The five steps are as follows. 1. Choose the proper factories for three classes: the screen, the rasterizer implementation, and the event dispatcher. 2. Declare a pipeline subclass. The pipeline must directly or indirectly ask the factory to create a screen and a rasterizer implementation (typically in the pipeline constructor).

The other list class is the l3d_two_part_list. Again, a two-part list consists of a fixed part, whose size never changes, and a varying part, whose size may change greatly over time. The list elements in both the fixed part and the varying part are accessed identically (with the array operator [ ]). To use an l3d_two_part_list, do the following: 1. Declare an instance of the list, providing the data type as the template parameter and passing the initial fixed size of the list to the constructor.

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