Pro OGRE 3D programming: [leverage the power of modern real-time hardware-accelerated 3D graphics with the best-in-class 3D graphics library]
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Berkeley, CA
Apress
2006
|
Schriftenreihe: | The expert's voice in Open Source
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | XXII, 288 S. Ill., graph. Darst. |
ISBN: | 1590597109 9781590597101 |
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Datensatz im Suchindex
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adam_text | PRO OGRE 3D PROGRAMMING GREGORY JUNKER APRESS CONTENTS ^^^^^^^^^PL
FOREWORD XIII ABOUT THE AUTHOR XV ABOUT THE TECHNICAL REVIEWER XVII
ACKNOWLEDGMENTS XIX INTRODUCTION XXI CHAPTER 1 WHAT IS THIS OGRE? 1 THE
OGRE 3D SDK 1 WHERE DOES IT FIT? 3 FEATURES 4 ORIGINS 5 PREREQUISITE
KNOWLEDGE 6 CHAPTER 2 CAPTURING THE BEAST 9 PLATFORM SUPPORT 9
DEPENDENCIES 9 OGRE BINARY SDK 10 OGRE SOURCE DISTRIBUTION 11 INSTALLING
AN SDK 11 MICROSOFT VISUAL C++ .NET 2003 (VC 7.1) 11 VISUAL C++ 2005 21
OTHER FREE IDE/COMPILER COMBINATIONS ON WINDOWS 21 BUILDING FROM SOURCE
23 LINUX 23 GRAPHICS DRIVERS 24 DEPENDENCIES 25 CONCLUSION 36 CHAPTER 3
OGRE DESIGN OVERVIEW 37 DESIGN PHILOSOPHY 37 DESIGN HIGHLIGHTS 38
SUBSYSTEM OVERVIEW 46 VII VIII CONTENTS OGRE MANAGERS 49 CONCLUSION 50
CHAPTER 4 OGRE FIRST STEPS 51 OGRE INITIALIZATION: QUICK START 51
PLUGINS.CFG 51 OGRE.CFG 53 OGRE.LOG 55 RENDER WINDOW 56 RENDER LOOP 58
OGRE INITIALIZATION: MANUAL 59 ROOT 59 MAIN RENDERING LOOP 73 CONCLUSION
75 CHAPTER 5 OGRE SCENE MANAGEMENT 77 SCENE MANAGER 78 SCENE MANAGER
TYPES 78 SCENE OBJECT CREATION 79 SPATIAL RELATIONSHIPS AND 3D
TRANSFORMS 82 MOVABLE SCENE OBJECTS 89 WORLD GEOMETRY 95 STATIC GEOMETRY
97 SCENE MANAGEMENT BY EXAMPLE 98 THE SIMPLE THINGS 98 SCENE MANAGER
FEATURES 102 CONCLUSION 112 CHAPTER 6 OGRE MATERIALS 113 MATERIALS 101
114 BASIC OBJECT SHADING 114 TEXTURE MAPPING 116 PROGRAMMABLE SHADING
116 MATERIALS AND APPLICATION DESIGN 117 BATCHING 117 MATERIAL CLONING
118 GPUSHADERS 118 TECHNIQUES AND SCHEMES 118 KONTENTS IX MATERIAL
COMPOSITION 119 PASS 120 ENTITIES 121 MATERIALS BY EXAMPLE 121 MATERIALS
AND THE FIXED-FUNCTION PIPELINE 121 MATERIALS AND THE PROGRAMMABLE
PIPELINE 128 A MORE COMPLEX EXAMPLE: OFFSET (PARALLAX) MAPPING 134
CONCLUSION 142 CHARTER 7 RESOURCE MANAGEMENT 143 CONCEPTUAL OVERVIEW 143
RESOURCE MANAGEMENT 144 RESOURCE MANAGEMENT IN PRACTICE 150 RESOURCE
LOCATIONS 150 RESOURCE INITIALIZATION 152 RESOURCE UNLOADING 152 OGRE
ARCHIVES 156 ARCHIVE 156 ARCHIVEMANAGER 156 CUSTOM RESOURCE LOADING VIA
ARCHIVE IMPLEMENTATION 157 CONCLUSION 157 CHAPTER 8 OGRE RENDER TARGETS
159 CONCEPTUAL OVERVIEW 159 RENDER WINDOW 160 VIEWPORTS 160 RENDER
TEXTURE 161 RENDER TARGET CLASSES 162 RENDER WINDOW BY EXAMPLE 162
RENDER-TO-TEXTURE BY EXAMPLE 165 DEMOJRENDERTOTEXTURE 165 DEMO_FRESNEL
168 CONCLUSION 170 CHAPTER 9 ANIMATION 171 TYPES OF ANIMATION SUPPORT IN
OGRE 171 ANIMATION 172 CONTROLLERS 180 ANIMATION VS. CONTROLLER 180
CONTENTS ANIMATION BY EXAMPLE 181 DEMO_SKELETALANIMATION 181 CONCLUSION
187 CHAPTER 10 BILLBOARDS AND PARTICIES 189 BILLBOARDS 189 BILLBOARD
SETS 190 BILLBOARD CREATION 191 BILLBOARD CHAINS AND RIBBON TRAILS 195
PARTICLE SYSTEMS 197 PARTICLE SYSTEM BASICS 197 EMITTERS 201 AFFECTORS
201 PARTICLE SYSTEM RENDERERS 202 CONCLUSION 206 CHAPTER 11 DYNAMIC
SHADOWS 207 SHADOW TECHNIQUES 209 OVERVIEW 209 STENCIL SHADOWING 210
TEXTURE SHADOWING 214 MODULATIVE SHADOW BLENDING 221 ADDITIVE SHADOW
MASKING 221 CONCLUSION 225 CHAPTER 12 OGRE 2D AND COMPOSITING 227 OGRE
IN TWO DIMENSIONS 227 OVERLAYS 227 RUNTIME OVERLAY EXAMPLE 234
COMPOSITOR FRAMEWORK 235 COMPOSITOR EXAMPLE 235 COMPOSITOR CHAINS 242
NOTES ON COMPOSITOR USAGE 244 CONCLUSION 245 APPENDIX A OGRE TOOLS AND
ADD-ONS 247 OFFICIAL TOOLS AND UTILITIES 247 EXPORTERS AND PLUG-INS 247
COMMAND-LINE TOOLS AND UTILITIES 248 »CONTENTS XI THIRD-PARTY TOOLS AND
UTILITIES 249 EXPORTERS AND PLUG-INS 249 DIGITAL CONTENT CREATION 250
OGRE ADDONS 251 COLLADA 251 PAGING SCENE MANAGER 251 STREAMING VIDEO 251
PHYSICS LIBRARY CONNECTORS 252 SCRIPT BINDINGS 252 EXTERNAL PROJECTS
USING OGRE 253 APPENDIX B SCRIPT ATTRIBUTE REFERENCE 255 MATERIAL SCRIPT
ATTRIBUTES 255 TOP-LEVEL MATERIAL ATTRIBUTES 255 TECHNIQUE ATTRIBUTES
255 PASS ATTRIBUTES 256 TEXTURE-UNIT ATTRIBUTES 258 GPU PROGRAM
ATTRIBUTES 260 COMPOSITOR SCRIPT 264 TECHNIQUE ATTRIBUTES 264 TARGET
ATTRIBUTES 264 PASS ATTRIBUTES 264 CLEAR-PASS ATTRIBUTES 265
STENCIL-PASS ATTRIBUTES 265 PARTICIE SCRIPT ATTRIBUTES 265 PARTICIE
SYSTEM DEFINITION ATTRIBUTES 265 PARTICIE EMITTER DEFINITION ATTRIBUTES
266 STANDARD PARTICIE AFFECTORS 267 OVERLAY SCRIPT ATTRIBUTES 269
OVERLAY ATTRIBUTE 269 ELEMENT AND CONTAINER ATTRIBUTES 270 ELEMENT- AND
CONTAINER-SPECIFIC ATTRIBUTES 270 FONT DEFINITION SCRIPT ATTRIBUTES 271
INDEX 273
|
adam_txt |
PRO OGRE 3D PROGRAMMING GREGORY JUNKER APRESS CONTENTS ^^^^^^^^^PL
FOREWORD XIII ABOUT THE AUTHOR XV ABOUT THE TECHNICAL REVIEWER XVII
ACKNOWLEDGMENTS XIX INTRODUCTION XXI CHAPTER 1 WHAT IS THIS OGRE? 1 THE
OGRE 3D SDK 1 WHERE DOES IT FIT? 3 FEATURES 4 ORIGINS 5 PREREQUISITE
KNOWLEDGE 6 CHAPTER 2 CAPTURING THE BEAST 9 PLATFORM SUPPORT 9
DEPENDENCIES 9 OGRE BINARY SDK 10 OGRE SOURCE DISTRIBUTION 11 INSTALLING
AN SDK 11 MICROSOFT VISUAL C++ .NET 2003 (VC 7.1) 11 VISUAL C++ 2005 21
OTHER FREE IDE/COMPILER COMBINATIONS ON WINDOWS 21 BUILDING FROM SOURCE
23 LINUX 23 GRAPHICS DRIVERS 24 DEPENDENCIES 25 CONCLUSION 36 CHAPTER 3
OGRE DESIGN OVERVIEW 37 DESIGN PHILOSOPHY 37 DESIGN HIGHLIGHTS 38
SUBSYSTEM OVERVIEW 46 VII VIII CONTENTS OGRE MANAGERS 49 CONCLUSION 50
CHAPTER 4 OGRE FIRST STEPS 51 OGRE INITIALIZATION: QUICK START 51
PLUGINS.CFG 51 OGRE.CFG 53 OGRE.LOG 55 RENDER WINDOW 56 RENDER LOOP 58
OGRE INITIALIZATION: MANUAL 59 ROOT 59 MAIN RENDERING LOOP 73 CONCLUSION
75 CHAPTER 5 OGRE SCENE MANAGEMENT 77 SCENE MANAGER 78 SCENE MANAGER
TYPES 78 SCENE OBJECT CREATION 79 SPATIAL RELATIONSHIPS AND 3D
TRANSFORMS 82 MOVABLE SCENE OBJECTS 89 WORLD GEOMETRY 95 STATIC GEOMETRY
97 SCENE MANAGEMENT BY EXAMPLE 98 THE SIMPLE THINGS 98 SCENE MANAGER
FEATURES 102 CONCLUSION 112 CHAPTER 6 OGRE MATERIALS 113 MATERIALS 101
114 BASIC OBJECT SHADING 114 TEXTURE MAPPING 116 PROGRAMMABLE SHADING
116 MATERIALS AND APPLICATION DESIGN 117 BATCHING 117 MATERIAL CLONING
118 GPUSHADERS 118 TECHNIQUES AND SCHEMES 118 KONTENTS IX MATERIAL
COMPOSITION 119 PASS 120 ENTITIES 121 MATERIALS BY EXAMPLE 121 MATERIALS
AND THE FIXED-FUNCTION PIPELINE 121 MATERIALS AND THE PROGRAMMABLE
PIPELINE 128 A MORE COMPLEX EXAMPLE: OFFSET (PARALLAX) MAPPING 134
CONCLUSION 142 CHARTER 7 RESOURCE MANAGEMENT 143 CONCEPTUAL OVERVIEW 143
RESOURCE MANAGEMENT 144 RESOURCE MANAGEMENT IN PRACTICE 150 RESOURCE
LOCATIONS 150 RESOURCE INITIALIZATION 152 RESOURCE UNLOADING 152 OGRE
ARCHIVES 156 ARCHIVE 156 ARCHIVEMANAGER 156 CUSTOM RESOURCE LOADING VIA
ARCHIVE IMPLEMENTATION 157 CONCLUSION 157 CHAPTER 8 OGRE RENDER TARGETS
159 CONCEPTUAL OVERVIEW 159 RENDER WINDOW 160 VIEWPORTS 160 RENDER
TEXTURE 161 RENDER TARGET CLASSES 162 RENDER WINDOW BY EXAMPLE 162
RENDER-TO-TEXTURE BY EXAMPLE 165 DEMOJRENDERTOTEXTURE 165 DEMO_FRESNEL
168 CONCLUSION 170 CHAPTER 9 ANIMATION 171 TYPES OF ANIMATION SUPPORT IN
OGRE 171 ANIMATION 172 CONTROLLERS 180 ANIMATION VS. CONTROLLER 180
CONTENTS ANIMATION BY EXAMPLE 181 DEMO_SKELETALANIMATION 181 CONCLUSION
187 CHAPTER 10 BILLBOARDS AND PARTICIES 189 BILLBOARDS 189 BILLBOARD
SETS 190 BILLBOARD CREATION 191 BILLBOARD CHAINS AND RIBBON TRAILS 195
PARTICLE SYSTEMS 197 PARTICLE SYSTEM BASICS 197 EMITTERS 201 AFFECTORS
201 PARTICLE SYSTEM RENDERERS 202 CONCLUSION 206 CHAPTER 11 DYNAMIC
SHADOWS 207 SHADOW TECHNIQUES 209 OVERVIEW 209 STENCIL SHADOWING 210
TEXTURE SHADOWING 214 MODULATIVE SHADOW BLENDING 221 ADDITIVE SHADOW
MASKING 221 CONCLUSION 225 CHAPTER 12 OGRE 2D AND COMPOSITING 227 OGRE
IN TWO DIMENSIONS 227 OVERLAYS 227 RUNTIME OVERLAY EXAMPLE 234
COMPOSITOR FRAMEWORK 235 COMPOSITOR EXAMPLE 235 COMPOSITOR CHAINS 242
NOTES ON COMPOSITOR USAGE 244 CONCLUSION 245 APPENDIX A OGRE TOOLS AND
ADD-ONS 247 OFFICIAL TOOLS AND UTILITIES 247 EXPORTERS AND PLUG-INS 247
COMMAND-LINE TOOLS AND UTILITIES 248 »CONTENTS XI THIRD-PARTY TOOLS AND
UTILITIES 249 EXPORTERS AND PLUG-INS 249 DIGITAL CONTENT CREATION 250
OGRE ADDONS 251 COLLADA 251 PAGING SCENE MANAGER 251 STREAMING VIDEO 251
PHYSICS LIBRARY CONNECTORS 252 SCRIPT BINDINGS 252 EXTERNAL PROJECTS
USING OGRE 253 APPENDIX B SCRIPT ATTRIBUTE REFERENCE 255 MATERIAL SCRIPT
ATTRIBUTES 255 TOP-LEVEL MATERIAL ATTRIBUTES 255 TECHNIQUE ATTRIBUTES
255 PASS ATTRIBUTES 256 TEXTURE-UNIT ATTRIBUTES 258 GPU PROGRAM
ATTRIBUTES 260 COMPOSITOR SCRIPT 264 TECHNIQUE ATTRIBUTES 264 TARGET
ATTRIBUTES 264 PASS ATTRIBUTES 264 CLEAR-PASS ATTRIBUTES 265
STENCIL-PASS ATTRIBUTES 265 PARTICIE SCRIPT ATTRIBUTES 265 PARTICIE
SYSTEM DEFINITION ATTRIBUTES 265 PARTICIE EMITTER DEFINITION ATTRIBUTES
266 STANDARD PARTICIE AFFECTORS 267 OVERLAY SCRIPT ATTRIBUTES 269
OVERLAY ATTRIBUTE 269 ELEMENT AND CONTAINER ATTRIBUTES 270 ELEMENT- AND
CONTAINER-SPECIFIC ATTRIBUTES 270 FONT DEFINITION SCRIPT ATTRIBUTES 271
INDEX 273 |
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dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.81526 |
dewey-search | 794.81526 |
dewey-sort | 3794.81526 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Informatik |
discipline_str_mv | Sport Informatik |
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illustrated | Illustrated |
index_date | 2024-07-02T17:24:35Z |
indexdate | 2024-07-09T20:57:09Z |
institution | BVB |
isbn | 1590597109 9781590597101 |
language | English |
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oclc_num | 255444746 |
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physical | XXII, 288 S. Ill., graph. Darst. |
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series2 | The expert's voice in Open Source |
spelling | Junker, Gregory Verfasser aut Pro OGRE 3D programming [leverage the power of modern real-time hardware-accelerated 3D graphics with the best-in-class 3D graphics library] Gregory Junker Berkeley, CA Apress 2006 XXII, 288 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier The expert's voice in Open Source Dreidimensionale Computergraphik Computer games Programming Computer graphics Dreidimensionale Computergrafik (DE-588)4133691-4 gnd rswk-swf Dreidimensionale Computergrafik (DE-588)4133691-4 s DE-604 GBV Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=015626031&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Junker, Gregory Pro OGRE 3D programming [leverage the power of modern real-time hardware-accelerated 3D graphics with the best-in-class 3D graphics library] Dreidimensionale Computergraphik Computer games Programming Computer graphics Dreidimensionale Computergrafik (DE-588)4133691-4 gnd |
subject_GND | (DE-588)4133691-4 |
title | Pro OGRE 3D programming [leverage the power of modern real-time hardware-accelerated 3D graphics with the best-in-class 3D graphics library] |
title_auth | Pro OGRE 3D programming [leverage the power of modern real-time hardware-accelerated 3D graphics with the best-in-class 3D graphics library] |
title_exact_search | Pro OGRE 3D programming [leverage the power of modern real-time hardware-accelerated 3D graphics with the best-in-class 3D graphics library] |
title_exact_search_txtP | Pro OGRE 3D programming [leverage the power of modern real-time hardware-accelerated 3D graphics with the best-in-class 3D graphics library] |
title_full | Pro OGRE 3D programming [leverage the power of modern real-time hardware-accelerated 3D graphics with the best-in-class 3D graphics library] Gregory Junker |
title_fullStr | Pro OGRE 3D programming [leverage the power of modern real-time hardware-accelerated 3D graphics with the best-in-class 3D graphics library] Gregory Junker |
title_full_unstemmed | Pro OGRE 3D programming [leverage the power of modern real-time hardware-accelerated 3D graphics with the best-in-class 3D graphics library] Gregory Junker |
title_short | Pro OGRE 3D programming |
title_sort | pro ogre 3d programming leverage the power of modern real time hardware accelerated 3d graphics with the best in class 3d graphics library |
title_sub | [leverage the power of modern real-time hardware-accelerated 3D graphics with the best-in-class 3D graphics library] |
topic | Dreidimensionale Computergraphik Computer games Programming Computer graphics Dreidimensionale Computergrafik (DE-588)4133691-4 gnd |
topic_facet | Dreidimensionale Computergraphik Computer games Programming Computer graphics Dreidimensionale Computergrafik |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=015626031&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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