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Source for "OpenGL & X", X Journal Articles
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This directory contains source code from a three-part series of articles
published in The X Journal about programming OpenGL and X. Included in
each article is a complete program that is also reproduced here in
compilable form. This source can be found in the
sgigate.sgi.com:~ftp/pub/opengl/xjournal subtree.
The documents linked into this page hail from the documents/OpenGL directory
-- if you wish to download more than one of the PostScript files at the same
time, you'll need to go to that directory to "make it so". The Makefile for
the following programs indicates what libraries are needed for each.
* OpenGL(tm) and X, Part 1: An Introduction, Mark Kilgard, The X Journal,
November/December, 1993.
o compressed PostScript format
o uncompressed PostScript
o html
The OpenGL graphics system is a high-performance, window system
independent 2D and 3D graphics interface. The technology was developed
by Silicon Graphics and is now controlled by the OpenGL Architecture
Review Board. OpenGL's GLX extension integrates OpenGL with the X
Window System. This article describes OpenGL's functionality and how it
is used with X. A simple OpenGL program using Xlib is presented. OpenGL
is compared and contrasted with PEX, a 3D graphics interface designed
specifically for X. The two subsequent articles in this series describe
how to integrate OpenGL with Xlib and Motif programs.
glxsimple.c A very simple OpenGL program rendering a cube which
can be rotated using buttons presses. The program
demonstrates creating a window for use with OpenGL,
hidden surface removal, and double buffering. This
program is presented in the first article in the
November/December issue.
* OpenGL(tm) and X, Part 2: Using OpenGL with Xlib, Mark Kilgard, The X
Journal, January/February, 1994.
o compressed PostScript format
o uncompressed PostScript
o html
This is the second article in a three-part series about using the
OpenGL(tm) graphics system and the X Window System. A moderately
complex OpenGL program for X is presented. Depth Buffering, back-face
culling, lighting, display list modeling, polygon tessellation, double
buffering, and shading are all demonstrated. The program adheres to
proper X conventions for colormap sharing, window manager
communication, command line argument processing, and event processing.
After the example, advanced X and OpenGL issues are discussed including
minimizing colormap flashing, handling overlays, using fonts, and
performing animation. The last article in this series discussess
integrating OpenGL with the Motif toolkit.
glxdino.c A moderately complex OpenGL program that renders a 3D
dinosaur which can be rotated with mouse input. The
program demonstrates colormap sharing, proper set up
of X window manager properties, maintaining window
aspect ratios, back-face culling, double buffering,
display list modeling, polygon tesselation, hidden
surface removal, shading, lighting, and X event
processing. This program is presented in the second
article in the January/February issue.
* OpenGL(tm) and X, Part 3: Integrating OpenGL with Motif, Mark Kilgard,
he X Journal, July/August, 1994.
o compressed PostScript format
o uncompressed PostScript
o html
The OpenGL(tm) graphics system can be integrated with the
industry-standard OSF/Motif user interface. This article discusses how
to use OpenGL within a Motif application program. There are two
approaches to using OpenGL with Motif. One is to render into a standard
Motif drawing area widget, but this requires each application window to
use a single visual for its window hierarchy. A better approach is to
use the special OpenGL drawing area widget allowing windows used for
OpenGL rendering to pick freely an appropriate visual without affecting
the visual choice for other widgets. An example program demonstrates
both approaches. The X Toolkit's work procedure mechanism animates the
example's 3D paper airplanes. Handling OpenGL errors is also explained.
paperplane.c A toy Motif program which draws 3D paperplanes
flying in figure-eights on a sky background. The
program demonstrates both how to use the OpenGL-
specific Motif widget and how to use the standard
Motif drawing area widget. Motif pull down menus to
implement the GUI controls for the program. Work
procs handle the animal. This program is presented in
the third article in the July/August issue.
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glxmotif.c A program demonstrating how to use OpenGL with Motif
(not using a special OpenGL widget). Work procs are
used for animation. Press "s" to stop and start
spinning the polygons; the arrow keys rotate the scene
manually. This program is presented in the third
article in the March/April issue. This program does
not appear in any of the three articles, but appeared
on the last Toolbox and appears here for completeness.
These programs will operate on an IRIS 4D machine running IRIX 5.1 or later.
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Copyright ⌐ 1995, Silicon Graphics, Inc.