modelling software library and it is used a lot today in computer languages. OpenGL is the closest point between the CPU and the GPU and API is language free.
Graphics Inc. (SGI) from 1991 and released in January 1992 and is widely used in CAD, virtual reality, scientific visualization, information visualization, flight simulation, and video games. OpenGL is managed by the non-profit technology consortium Khronos Group. Microsoft DirectX
Systems) strips down and then extends OpenGL APIs to make it suitable for a mobile platform. • ES is a subset of OpenGL, thus all ES application can work on non ES systems but not the opposite.
ES 1.0 uses a fixed pipeline, you use built-in functions to set lights, vertexes, colors, cameras, and more. OpenGL ES 2.0 uses a programmable pipeline, all those built-in functions go away, and you have to write everything yourself.
the objects. It's a grey scale image about the Z position of the objects in 3D space, in which the full white represent most near visible object and black represent the most far object (the full black is invisible)
can be used as the destination for rendering. OpenGL has two kinds of framebuffers: 1. Default Framebuffer, which is provided by the OpenGL Context. The buffers for default framebuffers are part of the context and usually represent a window or display device 2. Framebuffer Objects (FBOs) called User-created framebuffers. The buffers for FBOs reference images from either Textures or Renderbuffers; they are never directly visible.
stage in the rendering pipeline that handles the processing of individual vertices. Vertex shader is done on every vertex. Vertex shader can manipulate the attributes of vertices.
on the syntax of the C programming language. It was created by the OpenGL ARB (OpenGL Architecture Review Board) to give developers more direct control of the graphics pipeline without having to use ARB assembly language or hardware-specific languages.
parametrize shaders.(Readonly) Varying: Transfers data between the VSH and the FSH, interpolating along the primitive in the process. Attribute: This is vertex attribute data, the input of the Vertex Shader. It's specified for each vertex in the primitive.
or scaling, applied to an object is named the model matrix in OpenGL. M = R x S x T Basically, instead of sending down the OpenGL pipeline two, or more, geometrical transformation matrices we’ll send a single matrix for efficiency.
camera. It does the same thing as a model matrix, but it applies the same transformations equally to every object in the scene. Moving the whole world 5 units towards us is the same as if we had walked 5 units forwards.
coordinate space or about the matrices that you’re using. OpenGL only requires that when all of your transformations are done, things should be in normalized device coordinates. These coordinates range from -1 to +1 on each axis, regardless of the shape or size of the actual screen. The bottom left corner will be at (-1, -1), and the top right corner will be at (1, 1). Normalized devices use left-handed coordinate system.
Port Crane and you don't have access to what happen inside it. So if an error occurs inside it, nothing will happens with your application, because OpenGL is a completely extern core.
as OpenGL, OpenGL ES or OpenVG) and the underlying native platform windowing system. A windowing system (or window system) is a type of graphical user interface (GUI) which implements the WIMP (windows, icons, menus, pointer) paradigm for a user interface.
provides an interface to its Khronos EGL library, which lets applications manage graphics contexts and create and manage OpenGL ES textures and surfaces from native code.
normal GUI application, using the SDK and the Canvas API is probably the most sensible option. If you need custom 2D graphics, there is plenty of power and reasonable performance in the Canvas API. SDK OpenGL Wrappers: If you are writing an SDK application and want to sprinkle in some 3D effects with OpenGL, you could see whether the OpenGL wrapper functions suit your needs.