Cover image for OpenSceneGraph 3.0 Beginner's Guide : Beginner's Guide.
OpenSceneGraph 3.0 Beginner's Guide : Beginner's Guide.
Title:
OpenSceneGraph 3.0 Beginner's Guide : Beginner's Guide.
Author:
Wang, Rui.
ISBN:
9781849512831
Personal Author:
Edition:
1st ed.
Physical Description:
1 online resource (517 pages)
Contents:
OpenSceneGraph 3.0 -- Table of Contents -- OpenSceneGraph 3.0 -- Credits -- Foreword -- About the Authors -- Acknowledgement -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Time for action-heading -- What just happened? -- Pop quiz-heading -- Have a go hero-heading -- Reader feedback -- Customer support -- Errata -- Piracy -- Questions -- 1. The Journey into OpenSceneGraph -- A quick overview of rendering middleware -- Scene graphs -- The Birth and development of OSG -- Components -- Why OSG? -- Who uses OSG? -- Have a quick taste -- Time for action-say "Hello World" OSG style -- What just happened? -- Live in community -- Summary -- 2. Compilation and Installation of OpenSceneGraph -- System requirements -- Using the installer -- Time for action-installing OSG -- What just happened? -- Running utilities -- Time for action-playing with osgviewer -- What just happened? -- Pop quiz-dependencies of osgviewer -- Have a go hero-playing with osgconv -- Using the project wizard -- Time for action-creating your solution with one click -- What just happened? -- Have a go hero-constructing "Hello World" with the wizard -- Prebuilts making trouble? -- Cross-platform building -- Starting CMake -- Time for action-running CMake in GUI mode -- What just happened? -- Setting up options -- Generating packages using Visual Studio -- Time for action-building with a Visual Studio solution -- What just happened? -- Pop quiz-the difference between ALL_BUILD and 'build all' -- Generating packages using gcc -- Time for action-building with a UNIX makefile -- What just happened? -- Have a go hero-checking mis-compiled parts -- Configuring environment variables.

Summary -- 3. Creating Your First OSG Program -- Constructing your own projects -- Time for action-building applications with CMake -- What just happened? -- Pop quiz-configuring OSG path options yourselves -- Have a go hero-testing with different generators -- Using a root node -- Time for action-improving the "Hello World" example -- What just happened? -- Understanding memory management -- ref_ptr and Referenced classes -- Collecting garbage: why and how -- Tracing the managed entities -- Time for action-monitoring counted objects -- What just happened? -- Have a go hero-returning from a function -- Pop quiz-release a smart pointer -- Parsing command-line arguments -- Time for action-reading the model filename from the command line -- What just happened? -- Tracing with the notifier -- Redirecting the notifier -- Time for action-saving the log file -- What just happened? -- Summary -- 4. Building Geometry Models -- How OpenGL draws objects -- Geode and Drawable classes -- Rendering basic shapes -- Time for action-quickly creating simple objects -- What just happened? -- Storing array data -- Vertices and vertex attributes -- Specifying drawing types -- Time for action-drawing a colored quad -- What just happened? -- Pop quiz-results of different primitive types -- Indexing primitives -- Time for action-drawing an octahedron -- What just happened? -- Pop quiz-optimizing indexed geometries -- Have a go hero-challenges with cubes and pyramids -- Using polygonal techniques -- Time for action-tessellating a polygon -- What just happened? -- Rereading geometry attributes -- Customizing a primitive functor -- Time for action-collecting triangle faces -- What just happened? -- Have a go hero-analyzing topology of a geometry -- Implementing your own drawables -- Using OpenGL drawing calls -- Time for action-creating the famous OpenGL teapot.

What just happened? -- Summary -- 5. Managing Scene Graph -- The Group interface -- Managing parent nodes -- Time for action-adding models to the scene graph -- What just happened? -- Pop quiz-fast dynamic casting -- Traversing the scene graph -- Transformation nodes -- Understanding the matrix -- The MatrixTransform class -- Time for action-performing translations of child nodes -- What just happened? -- Pop quiz-matrix multiplications -- Have a go hero-making use of the PositionAttitudeTransform class -- Switch nodes -- Time for action-switching between the normal and damaged Cessna -- What just happened? -- Level-of-detail nodes -- Time for action-constructing a LOD Cessna -- What just happened? -- Proxy and paging nodes -- Time for action-loading a model at runtime -- What just happened? -- Have a go hero-working with the PagedLOD class -- Customizing your own NodeKits -- Time for action-animating the switch node -- What just happened? -- Have a go hero-creating a tracker node -- The visitor design pattern -- Visiting scene graph structures -- Time for action-analyzing the Cessna structure -- What just happened? -- Summary -- 6. Creating Realistic Rendering Effects -- Encapsulating the OpenGL state machine -- Attributes and modes -- Time for action-setting polygon modes of different nodes -- What just happened? -- Inheriting render states -- Time for action-lighting the glider or not -- What just happened? -- Playing with fixed-function effects -- Time for action-applying simple fog to models -- What just happened? -- Have a go hero-searching for more effects -- Lights and light sources -- Time for action-creating light sources in the scene -- What just happened? -- Pop quiz-lights without sources -- The Image class -- The basis of texture mapping -- Time for action-loading and applying 2D textures -- What just happened?.

Have a go hero-making use of filters and wrapping modes -- Handling rendering order -- Time for action-achieving the translucent effect -- What just happened? -- Understanding graphics shaders -- Using uniforms -- Time for action-implementing a cartoon cow -- What just happened? -- Pop quiz-replacements of built-in uniforms -- Have a go hero-setting vertex attributes to shaders -- Working with the geometry shader -- Time for action-generating a Bezier curve -- What just happened? -- Have a go hero-having fun with shaders -- Summary -- 7. Viewing the World -- From world to screen -- The Camera class -- Rendering order of cameras -- Time for action-creating an HUD camera -- What just happened? -- Pop quiz-changing model positions in the HUD camera -- Using a single viewer -- Digging into the simulation loop -- Time for action-customizing the simulation loop -- What just happened? -- Have a go hero-viewing in a non-full screen window -- Using a composite viewer -- Time for action-rendering more scenes at one time -- What just happened? -- Have a go hero-different views of the same scene -- Pop quiz-another way to display the same scene in different views -- Changing global display settings -- Time for action-enabling global multisampling -- What just happened? -- Stereo visualization -- Time for action-rendering anaglyph stereo scenes -- What just happened? -- Rendering to textures -- Frame buffer, pixel buffer, and FBO -- Time for action-drawing aircrafts on a loaded terrain -- What just happened? -- Have a go hero-saving scene to an image file -- Summary -- 8. Animating Scene Objects -- Taking references to functions -- List of callbacks -- Time for action-switching nodes in the update traversal -- What just happened? -- Pop quiz-adding or setting callbacks -- Avoiding conflicting modifications -- Time for action-drawing a geometry dynamically.

What just happened? -- Have a go hero-dirtying geometry objects -- Understanding ease motions -- Animating the transformation nodes -- Time for action-making use of the animation path -- What just happened? -- Have a go hero-more controls over the animation path -- Changing rendering states -- Time for action-fading in -- What just happened? -- Pop quiz-choosing the alpha setter and the callback -- Have a go hero-animating in graphics shaders -- Playing movies on textures -- Time for action-rendering a flashing spotlight -- What just happened? -- Creating complex key-frame animations -- Channels and animation managers -- Time for action-managing animation channels -- What just happened? -- Loading and rendering characters -- Time for action-creating and driving a character system -- What just happened? -- Have a go hero-analyzing the structure of your character -- Summary -- 9. Interacting with Outside Elements -- Various events -- Handling mouse and keyboard inputs -- Time for action-driving the Cessna -- What just happened? -- Pop quiz-handling events within nodes -- Have a go hero-manipulating the cameras -- Adding customized events -- Time for action-creating a user timer -- What just happened? -- Pop quiz-global and node-related events -- Picking objects -- Intersection -- Time for action-clicking and selecting geometries -- What just happened? -- Have a go hero-selecting geometries in a rectangular region -- Windows, graphics contexts, and cameras -- The Traits class -- Time for action-configuring the traits of a rendering window -- What just happened? -- Integrating OSG into a window -- Time for action-attaching OSG with a window handle in Win32 -- What just happened? -- Have a go hero-embedding into GUI systems -- Summary -- 10. Saving and Loading Files -- Understanding file I/O plugins -- Discovery of specified extension.

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Abstract:
Create high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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