Advanced Linux 3D Graphics Programming by Norman Lin

By Norman Lin

Complex Linux 3D images Programming builds upon the starting place set in Norman Lin's Linux 3D pix Programming. This moment quantity presents programmers who're skilled in either Linux and primary 3D photographs suggestions with a well-rounded viewpoint on 3D idea and perform in the context of programming higher interactive 3D functions.

Lin's fundamental aim is to supply an outstanding realizing of the techniques curious about interactive 3D photographs programming which will let the reader to put in writing 3D courses, libraries, and video games, and to examine and comprehend others' 3D code. through targeting greater than simply hard-core 3D algorithms, and through supplying unique info on both very important concerns akin to 3D modeling, global modifying, electronic sound, and collision detection, Lin provides the reader adequate info to software and populate entire 3D worlds lower than Linux.

Lin's cautious stability among concept and perform presents either operating code examples and an organization theoretical origin, thereby empowering the reader to join the pro 3D programming neighborhood.

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First, you choose the proper factories to configure the program to its environment. Then, you declare a pipeline representing your application and its data. You create an instance of the pipeline, which in turn creates screen, rasterizer implementation, and rasterizer objects. You “plug” this pipeline into an event dispatcher. Your application pipeline responds to events from the dispatcher by filling in the blanks left by the virtual functions key_event, update_event, and draw_event. The application pipeline draws to the screen by using the screen, rasterizer implementation, and rasterizer objects it created within its constructor.

NOTE Theoretically, the screen object could also be created outside of the pipeline. ) There is no technical reason why the screen absolutely must be created within the pipeline constructor. In practice, though, this would make little sense. Consider that the pipeline represents the entire application logic. Creating a screen outside of the pipeline would also mean needing to destroy the screen outside of the pipeline. This would imply some sort of a “higher-level” layer of functionality which creates and destroys objects the pipeline needs in order to function.

N gdb: The GNU debugger. It is text-based, but several graphical front ends exist. n make: The project-compiling utility. You should have a basic understanding of what Makefiles are and how they are interpreted, since practically every non-trivial Linux project uses “make” to direct the actual compilation of the source code files. n binutils: A collective term for the GNU binary utilities. Use these tools to find out information about system libraries and object files. This can help in finding out which library file contains a particular function with which you need to link your program.

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