Download Advanced Linux 3D Graphics Programming by Norman Lin PDF

By Norman Lin

Complicated Linux 3D pictures Programming builds upon the starting place set in Norman Lin's Linux 3D photographs Programming. This moment quantity offers programmers who're skilled in either Linux and primary 3D pics options with a well-rounded viewpoint on 3D concept and perform in the context of programming greater interactive 3D functions.

Lin's fundamental target is to supply an outstanding realizing of the options thinking about interactive 3D portraits programming which will permit the reader to jot down 3D courses, libraries, and video games, and to examine and comprehend others' 3D code. by way of concentrating on greater than simply hard-core 3D algorithms, and via supplying specified info on both very important concerns akin to 3D modeling, international modifying, electronic sound, and collision detection, Lin offers the reader enough details to application and populate entire 3D worlds lower than Linux.

Lin's cautious stability among concept 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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Extra resources for Advanced Linux 3D Graphics Programming

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Chapter 1: Basic Linux 3D Graphics Concepts 31 Summary of l3d Classes Figure 1-11 illustrates the major l3d classes covered up to this point. Study the previously presented drawdot program to keep a practical perspective on the use of the l3d classes, and remember the five-step process for creating l3d applications. Also, remember that the CD-ROM contains complete source code listings for all of these classes, and the introductory companion book Linux 3D Graphics Programming develops the classes in detail, with several example programs.

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). Override the abstract pipeline methods to allow your program to respond to events, to update itself, and to draw to the screen using the rasterizer implementation. 3. Create a dispatcher by using the factory.

Under another operating system, the dispatcher would need to call any OS-specific routines necessary to capture and forward events. All of these factories represent system-specific information: the output device, the rasterizer implementation, and the event dispatcher. Therefore, by choosing the factories, we are essentially dynamically configuring the program to use the desired run-time environment. In our case, the factory manager simply asks the user which factories should be used, but more sophisticated solutions are also possible.

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