By Jon Jacobs
A finished name particular at skilled 32-bit Delphi programmers and builders within the use of the pix usual library, OpenGL, which has turn into a regular for programming within the animation and desktop online game industries.
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Extra info for Delphi Developer's Guide to OpenGL (first 5 chapters only)
Notice that with these restrictions on the size of the view port, the background color still covers the whole window. This experiment should be enough to give a good feel for glViewport, so take out the div operators to restore the original appearance. Mixing Windows Components One of the really neat features of OpenGL is that it does not prevent using regular Windows components. This opens many possibilities for user interaction with your graphics constructs. The coming chapters will explore a number of different ways users can give information to your applications.
Delphi Developer's Guide to OpenGL Go! ) Author(s): Jon Jacobs ISBN: 1556226578 Publication Date: 08/01/99 Search this book: Go! Previous Table of Contents Next ----------- Chapter 3 Introducing 3-D Chapter 2 introduced drawing a two-dimensional figure and projecting it onto the screen. However, OpenGL is rather under-utilized in 2-D. OpenGL shines in three-dimensional operations. This chapter explores the third (z) dimension and shows a way to draw a cube in three-dimensional space. The cube has six square faces with different colors for each.
The rectangle is gone, never to be seen again! This experience exposes another important concept. OpenGL relies heavily on matrices. A matrix is a two-dimensional array of numbers for which a special set of mathematical operations apply. For every call to glOrtho, OpenGL creates a matrix from the parameters and multiplies it by the projection matrix. Each successive call changes the projection matrix. The symmetrical numbers passed to glOrtho just masked the potential strange behavior, but the unbalanced numbers for this version exposed the problem.