By Norman Lin
Complex Linux 3D pictures Programming builds upon the origin set in Norman Lin's Linux 3D pictures Programming. This moment quantity presents programmers who're skilled in either Linux and basic 3D portraits recommendations with a well-rounded standpoint on 3D idea and perform in the context of programming higher interactive 3D purposes.
Lin's basic objective is to supply an outstanding realizing of the options enthusiastic about interactive 3D photos programming with the intention to permit the reader to write down 3D courses, libraries, and video games, and to learn and comprehend others' 3D code. via concentrating on greater than simply hard-core 3D algorithms, and via offering specified info on both very important concerns resembling 3D modeling, global modifying, electronic sound, and collision detection, Lin offers the reader enough info to application and populate entire 3D worlds lower than Linux.
Lin's cautious stability among idea and perform offers either operating code examples and a company theoretical starting place, thereby empowering the reader to join the pro 3D programming neighborhood.
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Additional info for Advanced Linux 3D Graphics Programming
Chapter 1: Basic Linux 3D Graphics Concepts 33 NOTE The term “zero-cost software” means that you can use the software without having to pay for the software. The difference between “zero-cost software” and “free software” is that free software comes with source code, and can be freely modified. “Free software” refers to freedom, not price. Free software by its open nature is usually zero-cost software, but the reverse is not true. The GNU/Linux operating system is free software, as is the source code included with this book.
28 Chapter 1: Basic Linux 3D Graphics Concepts Vectors and Matrices In addition to specifying points in 3D space, we also need to specify vectors, which are displacements, and matrices, which represent transformations. cc) represents matrices. The l3d source code defines various operators allowing the appropriate mathematical operations among scalars, points, vectors, and matrices. For instance, we can multiply two matrices together, multiply a matrix and a point, add a point and a vector, and so forth.
The application pipeline draws to the screen by using the screen, rasterizer implementation, and rasterizer objects it created within its constructor. This forms a complete, interactive, event-driven, hardware-independent graphics program. Overview of l3d Classes We are now ready to look at the specific l3d classes. A much more detailed development of the following l3d classes appears in the introductory companion book Linux 3D Graphics Programming. The descriptions below are more of a reference, but suffice for a high-level understanding of the structure of the library classes.