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.
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Yes, once I have my footing and start to write my own routines, I seldom refer to a book – google is my friend. But, hey, I might go wild and let the user pick a point and see ancillary information about it. There are currently no scenegraph supporting both the backward compatible profile and the forward compatible profile. Looking into it today, I think I really don’t care at all about shaders. Lol we will worry about the paradigms for you if you use Java3D.
In my case, I’m more comfortable with fixed function pipeline, I rarely use shaders. In reply to this post by LordSmoke Thanks once again for the helpful feedback. There is a new RedBook coming out in July that might address the criticisms of the current version confounding programming modelsbut I have a project on which I need to start much sooner. I should only have to rewrite those, if necessary, but I would rather get off on the right foot.
Since I am starting from zero, I’d like to not be confused by deprecated approaches. Thanks once again for the helpful feedback.
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. Free forum by Nabble. 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. We are at an important time in the history of computer graphics. My needs are rather simple.
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. Search everywhere only in this topic.
Computer Graphics — J. X. Chen
I am picky about such things, but more lifelike, fog-shrouded, chrome teapots are not on my todo list. How is a newb to filter all of this? 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.
In reply to this post by LordSmoke.
However, you should have a look at Jzy3D if you want to draw plots. Gets some recommendations here in the past year. I understand your position, especially the last aspect. Of course, I abstract my stuff so the data plotting gook calls isolated, underlying procedures plotSymbol symbolType, location that handle the details.
Computer Graphics Programming in OpenGL with Java
I’m going to iogl a different approach of factoring repeated code out into functions instead of objects, to see if that makes the OpenGL parts clearer. 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 out into new wrapper objects, and once you do, it’s hard to teach with those.
Is this shader-based stuff what I need to learn? With respect to learning, I am worried about this statement in one of the threads: It probably takes lines of jog to put a single triangle on screen.
I also want to plot texture-mapped surfaces of, say, brains, lungs, faces, and animate those a bit – respiring lungs, growing brains.
The main problems will be the real drop of the fixed function pipeline, i. But I’m a bit old school and think a hefty processed paper product is better to curl up with to assimilate the big picture.
Comprehensive Tutorial and Reference 5th Edition.