Download glut.h opengl




















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Do not sell my personal information. Close Privacy Overview This website uses cookies to improve your experience while you navigate through the website. Out of these cookies, the cookies that are categorized as necessary are stored on your browser as they are essential for the working of basic functionalities of the website. Once called, this routine will never return.

It will call as necessary any callbacks that have been registered. GLUT supports two types of windows: top-level windows and subwindows. There is a single identifier space for both types of windows. Here is code written similar to that above. But when you compile it using the cl. The output is as the above description states. The code above contained more functions and a floating point to indicate that we were dealing drawing a geometric shape. But before we get into those types of functions and some 3D applications, we will review the steps taken thus far.

This returns an integer, this integer is the window identifier, some functions need this identifier to know which window you mean, an example is the following: glutDestroyWindow. The program isn't killed when you destroy the window, only the window is destroyed. See example below. In order to understand the following, I will first explain what a callback is. When a certain event occurs, you want a program to do something.

A callback just occurred. Within this part, you define which function has to be called when an event happens. An event is something that happens: you move the mouse, press a key, resize the window, This specifies the function that needs to be called when the window is redrawn.

This function is called when the window if shown for the first time, when it is popped up, when the contents was damaged by moving another window over it. It is also possible to force a redraw see glutPostRedisplay below. An example might look like:. To make doMagic you display function you would put the following line in your source code:. When you put glutPostRedisplay ; somewhere in your code, this means that the function defined using glutDisplayFunc will be called at the next opportunity.

It marks the current window as needing a redraw. The arguments are the new width and the new height of the window. Defines a callback that is called periodically, you can register multiple callbacks but you can't unregister them, you should ignore these callbacks by setting the value so the method would ignore it.

A callback for keyboard events, key is the ASCII value of the key pressed and x and y are the coordinates of the mouse at the moment of the keypress. A callback triggered on mouse clicks. And x and y are the coordinates of the mouse. Callback triggered when the mouse is moved while one or more buttons are pressed. As we will see in shortly, the program is started when you enter the main loop which waits for events, this can be compared to something like:.

But not every time there occurs an event that needs to be handled that where the idling comes in. This is when the glutIdleFunc comes in. This function is useful when some continuous animation is needed. Another advantage of glut is that glut has some pre defined primitives that you can put on the screen in an easy way.

I will list the primitives below, most parameters speak for themselves. Each primitive comes in a solid or in a wireframe taste.

Renders a sphere centered around the origin, slices are the number of subdivision around the Z axis, stacks the number of subdivisions along the Z axis. Note that the double and int parameters are part of OpenGL see the gl prefix and not part of glut.

Renders a solid or wireframe sided regular solid. Centered around the origin and with a radius equal to the square root of 3. Renders a solid or wireframe 4-sided regular solid. Centered around the origin and with a radius equal to 1. Many new sample programs. Several such as dinoshade. Improved portability and a few bug fixes. The most significant change with GLUT 3.

All the demos build cleanly under Win Lots of bug fixes. Lots more demos and examples have been added. Many minor bugs were fixed.

The glsmap library for dynamic real-time sphere mapping is included, along with demos showing how to use glsmap for multiple reflections. Win32 performance improvements and bug fixes. Please send email to mjk nvidia. All rights reserved. Hosting provided by DigitalOcean. The Industry's Foundation for High Performance Graphics from games to virtual reality, mobile phones to supercomputers. What did GLUT 3. Callback driven event processing. Utility routines to generate various solid and wire frame objects.

Support for bitmap and stroke fonts. Miscellaneous window management functions. The current source code distribution is GLUT 3. Reporting Bugs Please send email to mjk nvidia.



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