as the title explains; I’m after a decent tutorial or a book on JOGL (Java binding for OpenGL). Can anyone recommend one? Obviously, a free, online tutorial. Java binding for OpenGL (JOGL) is an open source library for binding OpenGL All the content and graphics published in this e-book are the property of. just got a link to this free ebook: Foundations of 3D Graphics Programming: Using JOGL and Java3D. Author(s): Jim X. Chen, Chunyang Chen.
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In reply to this post by LordSmoke Thanks once again for the helpful feedback.
Julien Gouesse Personal blog Website. There are currently no scenegraph supporting both the backward compatible profile and the forward compatible bolk. The main problems will be the real drop of the fixed function pipeline, i. But I’m a bit old school and think a hefty processed paper product is better to curl up with to assimilate the big picture.
My needs are rather simple.
First of all, thanks to everyone who has been so helpful and responsive in the past week or so in getting me up and running. I think this is part of why it’s hard to teach shader-based OpenGL effectively; in the process of building up a program, it’s very hard not to factor stuff out into new wrapper objects, and once you do, it’s hard to teach with those.
However, like nogl online boom, actual books on learning OpenGL are all over the place – publications spanning more than ten years, and more recent, supposedly up-to-date, offerings criticized for a poor blending of old and new programming models. How is a newb to filter all of this? I should only have hook rewrite those, if necessary, but I would rather get off on the right foot.
Lol we will worry about the paradigms for you if you use Java3D.
Is this shader-based joyl what I need to learn? I understand your position, especially the last aspect. Search everywhere only in this topic.
Here is what I looked at so far: Free forum by Nabble.
Computer Graphics — J. X. Chen
I also want to plot texture-mapped surfaces of, say, brains, lungs, faces, and animate those a bit – respiring lungs, growing brains. Gets some recommendations here in the past year. It probably takes lines of code to put a single triangle on screen.
There is a new RedBook coming out in July that might address the criticisms of the current version confounding programming modelsbut I have a project on which I need to start much sooner. In my case, I’m more comfortable with fixed function pipeline, I rarely use shaders. Thanks once again for the helpful feedback. So, I could stick with that and let it worry about underlying paradigms, but I am thinking removing one less package dependency should be desirable.
Of course, I abstract my stuff so the data plotting layer calls isolated, underlying procedures plotSymbol symbolType, location that handle the details. We are at an important time in the history of computer graphics. In reply to this post by LordSmoke. Yes, once I have my footing and start to write my own routines, I seldom refer to a book – google is my friend.
Comprehensive Tutorial and Reference 5th Edition.
Actually, if you want your application to be largely supported, you will have to be comfortable both with the fixed function pipeline and the programmable pipeline.
Since I am starting from zero, I’d like to not be confused by deprecated approaches. But, hey, I might go wild and let the user pick a point and see ancillary information about it. This book contains a lot of useful info, but I noticed the same thing — the author builds up a set of wrapper objects that make it hard to see the OpenGL clearly.
Looking into it today, I think I really don’t care at all about shaders. Then again, java3d seemed to serve my purposes just fine.
I want to plot multivariate data with different symbols, axes, titles, legend, with user rotate, translate, and zoom. However, you should have a look at Jzy3D if you want to draw plots. I am picky about such things, but more lifelike, fog-shrouded, chrome teapots are not on my todo list.
With respect to learning, I am worried about this statement in one of the threads: I’m going to try a different approach of factoring repeated code out into functions instead of objects, to see if that makes the OpenGL parts clearer.