Developer Toolbox Topics Relative to
tutorials
This document presents all materials related to the topic of
tutorials on the Toolbox:
DOCUMENTS:
OpenGL:
- OpenGL: FROM THE EXTENSIONS TO THE SOLUTIONS Training Course materials
The "OpenGL: from the EXTensions to the SOLutions" WEB Document's
structure follows the path diagram of OpenGL on IMPACT. This diagram
can be first divided into two separate graphic operations:
Pixel Operations (2D)
Pixel Transfers
Imaging Operations (colormatrix, convolution, histogram, ... )
Texture Transfer
Primitive Operations (3D) which render 3D geometry
These distinct data-flows then merge into the Rasterization stage,
which generates Fragments data to be transformed into actual pixel
information, which in turn are stored into the Frame Buffer.
Every stage of this data flow, and associated OpenGL state, is
presented with all the relevant OpenGL commands. For the major
industry segments, example code illustrating a given market solution
are also presented, making use of the latest OpenGL EXTensions.
Finally, the OpenGL EXTensions/Specifications/ManPages section wraps
up all of the OpenGL accelerators available on IMPACT.
- OpenGL and X, A Technical Overview of OpenGL and the X Window System, 1/94
- How OpenGL integrates with the X Window System, 1/94
- The OpenGL Graphics Interface, (introduction to OpenGL)
- The Design of OpenGL Graphics Interface, (philosphy and details)
SOURCE:
- src/tutorials/OGLT/Examples:
- EuroApps: showcase doc launches Example code (with summary and help)
- GIS: prototype developed with the collaboration of the I.F.P. in France
- Image Processing: demonstration prototype was developped for BARCO, in Belgium
- Terrain Following: flight sim maps satellite photographs onto terrain elevation data
- Volume Rendering: prototype developed with G.E. Medical Systems, in France
- Video: AEC/CAD implementation of real-time texture/360° environment mapping
- SGI's Customer Education Services class source includes:
- Open
Inventor Course -- for use with Inventor 2.0 or later
helps applications programmers master a
sophisticated library of object-oriented 3-D building blocks
designed to take advantage of Silicon Graphics hardware features
with minimal programming effort. Students learn to write graphics
applications using a library of objects that can be reused,
customized, and extended to meet new needs.
- OpenGL
Programming 1 -- The Basics
Revision: 2.0, June 1996; Operating
Systems: IRIX 5.3 or newer
helps applications programmers master graphics programming using
OpenGL. Students will learn to view and model in 3D, to create
colored lit wire frame and solid geometry, in motion, under
interactive control from input devices.
- OpenGL
Programming 2 -- Advanced Topics
Revision: 2.0, June 1996; Operating
Systems: IRIX 5.3 or newer
helps applications programmers master sophisticated subroutines and
functions of OpenGL. Students will learn to write graphics
applications that model and render realistic objects.
- Performer 2.0 Class Source Code, 3/96
- geometer:
illustrates concepts of 2-D Euclidean & projective
geometry by enabling the user to visually "prove" to
herself the validity of any number of geometric proofs
and theorems. It also contains code that solves 2-D
constraint problems, and illustrates an interesting
form of user interface that allows both graphical and
textual interaction.
Copyright © 1995-96, Silicon Graphics, Inc.