By Norman Lin
Complicated Linux 3D pictures Programming builds upon the starting place set in Norman Lin's Linux 3D portraits Programming. This moment quantity offers programmers who're skilled in either Linux and primary 3D photographs options with a well-rounded point of view on 3D conception and perform in the context of programming greater interactive 3D purposes.
Lin's fundamental aim is to supply a superb figuring out of the strategies concerned about interactive 3D images programming in an effort to let the reader to put in writing 3D courses, libraries, and video games, and to examine and comprehend others' 3D code. via concentrating on greater than simply hard-core 3D algorithms, and by way of delivering designated details on both very important matters equivalent to 3D modeling, global modifying, electronic sound, and collision detection, Lin supplies the reader adequate info to application and populate entire 3D worlds less than Linux.
Lin's cautious stability among thought 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
The color conversion function is called ext_to_native, as it changes a color from an “external” RGB format into a format “native” to the XImage. The drawdot pipeline then overrides the key_event, update_event, and draw_ event methods to respond to events. This fulfills the third and final responsibility of an l3d_pipeline subclass, responding to events. The key_event for the drawdot pipeline checks to see if any one of the directional keys was pressed, and updates the dx and dy variables, representing the horizontal and vertical velocities, accordingly.
Addition and subtraction with variables of any other type must first use one of the type conversion macros to convert the variable of the other type to l3d_real. Multiplication and division. Variables of type l3d_real can be multiplied or divided by variables of type l3d_real or of type int only. Such multiplications or divisions must use one of the following macros, all of which return a type of l3d_real: l3d_mulrr (multiplies an l3d_real by an l3d_real), l3d_mulri (multiplies an l3d_real by an int), l3d_divrr (divides an l3d_real by an l3d_real), and l3d_divri (divides an l3d_real by an int).
0); First, we create an object of type l3d_two_part_list with a data type of l3d_coordinate. The constructor parameter 4 indicates the size of the fixed part of the two-part list. We then initialize the first four elements, with indices 0 through 3, simply by using the array access operator [ ]. Each element of the list is an object of type l3d_coordinate, which we can manipulate directly. In the code snippet above, we initialize the original member of the l3d_coordinate, which is what an application program does to initially define a vertex list.