as the title explains; I’m after a decent tutorial or a book on JOGL (Java binding for OpenGL). Can anyone recommend one? Obviously, a free, online tutorial. Java binding for OpenGL (JOGL) is an open source library for binding OpenGL All the content and graphics published in this e-book are the property of. just got a link to this free ebook: Foundations of 3D Graphics Programming: Using JOGL and Java3D. Author(s): Jim X. Chen, Chunyang Chen.
|Published (Last):||18 September 2004|
|PDF File Size:||19.55 Mb|
|ePub File Size:||17.42 Mb|
|Price:||Free* [*Free Regsitration Required]|
I understand your position, especially the last aspect. But, hey, I might go wild and let the user pick a point and see ancillary information about it. Lol we will worry about the paradigms for you if you nogl Java3D. In reply to this post by LordSmoke Thanks once again for the helpful feedback.
This book contains a lot of useful info, but I noticed the same thing — the author builds up a set of wrapper objects that make it hard to see the OpenGL clearly. Here is what I looked at so far: Yes, once I have my footing and start to write my own routines, I seldom refer to a book – google is my friend.
Gets some recommendations here in the past year. I want to plot multivariate data with different symbols, axes, titles, legend, with user rotate, translate, and zoom. With respect to learning, I am worried about jobl statement in one of the threads: We are at jog, important time in the history of computer graphics.
Of course, I abstract my stuff so the data plotting layer calls isolated, underlying procedures plotSymbol symbolType, location that handle the details.
The main problems will be the real drop of the fixed function pipeline, i. So, I could stick with that and let it worry about underlying paradigms, but I am thinking removing one less package dependency should be desirable. My needs are rather simple. There is a new RedBook coming out in July that might address the criticisms of the current version confounding programming modelsjgol I have a project on which I need to start much sooner.
I am picky about such things, but more lifelike, fog-shrouded, chrome teapots are not on my todo list. How is a newb to boook all of this? There are currently no scenegraph supporting both the backward compatible profile and the forward compatible profile. However, you should have a johl at Jzy3D if you want to draw plots.
Is this shader-based stuff what I need to learn? But I’m a bit old school and think a hefty processed paper product is better jovl curl up with to assimilate the big picture.
However, like the online tutorials, actual books on learning OpenGL are all over the place – publications spanning more than ten years, and more recent, supposedly up-to-date, offerings criticized for a poor blending of old and new programming models.
I should only have to rewrite those, if necessary, but I would rather get off on the right foot. First of all, thanks to everyone who has been so helpful and responsive in the past week or so in getting me up and running.
Thanks once again for the helpful feedback.
Computer Graphics — J. X. Chen
I’m going to jovl a different approach of factoring repeated code out into functions instead of objects, to see if that makes the OpenGL parts clearer. Actually, if you want your application to be largely supported, you will have to be comfortable both with the fixed function pipeline and the programmable pipeline. Looking into it today, I think I really don’t care at all about shaders.
Then again, java3d seemed to serve my purposes just fine. Julien Gouesse Personal blog Website.
It probably takes lines of code to put a single triangle on screen. Search everywhere only in this topic. In my case, I’m more comfortable with fixed function pipeline, I rarely use shaders. nook
In reply to this post by LordSmoke. Free forum by Nabble. Since I am starting from zero, I’d like to not be confused by deprecated approaches. I also want to plot texture-mapped surfaces of, say, brains, lungs, faces, and animate those a bit – respiring lungs, growing brains. I think this is part of why it’s hard to teach shader-based OpenGL effectively; in the process of building up a program, it’s very hard not to factor stuff jpgl into new wrapper jogp, and once you do, it’s hard to teach with those.