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OpenGL ES
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Page :
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No.
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Title
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Preview
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Description
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11. |
Depth
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How can the depth buffer be used to place objects behind one another?
Keywords :
GL_DEPTH_TEST, glDepthFunc, GL_DEPTH_BUFFER_BIT, GL_LEQUAL, glClearDepthf, glIsEnabled, UG_DEPTH |
12. |
Perspective
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How can perspective be added to your OpenGL scene to cause objects in the distance to appear smaller? How are standard shapes more easily created?
Keywords :
ugluLookAtf, ugSolidCubef, ugluPerspectivef |
13. |
Solid Shapes
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How are 3D shapes created?
Keywords :
None |
14. |
Backface Culling
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How can you save resources by not displaying hidden surfaces?
Keywords :
GL_CULL_FACE, glFrontFace, GL_CW, GL_CCW, glCullFace |
15. |
Lighting
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How can lighting be added to enhance the realism of your scenes?
Keywords :
GL_LIGHTING, GL_LIGHTX, glMaterialfv, glLightfv, glNormal3f, GL_COLOR_MATERIAL, GL_FRONT_AND_BACK, GL_AMBIENT, GL_DIFFUSE |
16. |
Directional Lighting
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How are directional lights (spotlights) created?
Keywords :
GL_SPECULAR, GL_SHININESS, GL_SPOT_DIRECTION, GL_SPOT_CUTOFF, GL_SPOT_EXPONENT |
17. |
Texture Mapping
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How can bitmap images be used to texture your primitives?
Keywords :
glGenTextures, glBindTexture, GL_TEXTURE_2D, glTexImage2D, GL_RGB, GL_UNSIGNED_BYTE, glTexParameterf, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_LINEAR, glTexCoordPointer, GL_TEXTURE_COORD_ARRAY |
18. |
Texture Functions
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What are texture filters and how can texture maps be repeated and clamped?
Keywords :
GL_NEAREST, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_REPEAT, GL_CLAMP_TO_EDGE, GL_LINEAR_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_GENERATE_MIPMAP |
19. |
Blending
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How can blending be used to combine colors and create different effects?
Keywords :
GL_BLEND, glBlendFunc, GL_ZERO, GL_ONE, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA |
20. |
Transparency
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How can 3D objects use blending to become transparent?
Keywords :
None |
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