cs 445 / 645 introduction to computer graphics lecture 4 opengl intro assignment 1 lecture 4 opengl...
TRANSCRIPT
CS 445 / 645Introduction to Computer Graphics
Lecture 4Lecture 4
OpenGL IntroOpenGL Intro
Assignment 1Assignment 1
Lecture 4Lecture 4
OpenGL IntroOpenGL Intro
Assignment 1Assignment 1
X-Axis Shear
Shear along x axis (What is the matrix for y axis Shear along x axis (What is the matrix for y axis shear?)shear?)
Shear along x axis (What is the matrix for y axis Shear along x axis (What is the matrix for y axis shear?)shear?)
x
y
x
y
?
?
??
??
y
x
y
x
X-Axis Shear
Shear along x axis (What is the matrix for y axis Shear along x axis (What is the matrix for y axis shear?)shear?)
Shear along x axis (What is the matrix for y axis Shear along x axis (What is the matrix for y axis shear?)shear?)
0
0
10
1
y
xsh
y
x x
x
y
x
y
Reflect About X Axis
x x
?
?
??
??
y
x
y
x
Reflect About X Axis
What is the matrix for reflect about Y axis?What is the matrix for reflect about Y axis?What is the matrix for reflect about Y axis?What is the matrix for reflect about Y axis?
0
0
10
01
y
x
y
x
x x
Reading Assignment
Read Chapters 1 – 4 of the Red Book (OpenGL Read Chapters 1 – 4 of the Red Book (OpenGL Programming Guide)Programming Guide)Read Chapters 1 – 4 of the Red Book (OpenGL Read Chapters 1 – 4 of the Red Book (OpenGL Programming Guide)Programming Guide)
OpenGL Design Goals
SGI’s design goals for OpenGL:SGI’s design goals for OpenGL:
• High-performance (hardware-accelerated) graphics APIHigh-performance (hardware-accelerated) graphics API
• Some hardware independence Some hardware independence
• Natural, terse API with some built-in extensibilityNatural, terse API with some built-in extensibility
OpenGL has become a standard because:OpenGL has become a standard because:
• It doesn’t try to do too muchIt doesn’t try to do too much
– Only renders the image, doesn’t manage windows, etc.Only renders the image, doesn’t manage windows, etc.
– No high-level animation, modeling, sound (!), etc.No high-level animation, modeling, sound (!), etc.
• It does enoughIt does enough
– Useful rendering effects + high performanceUseful rendering effects + high performance
• It is promoted by SGI (& Microsoft, half-heartedly)It is promoted by SGI (& Microsoft, half-heartedly)
SGI’s design goals for OpenGL:SGI’s design goals for OpenGL:
• High-performance (hardware-accelerated) graphics APIHigh-performance (hardware-accelerated) graphics API
• Some hardware independence Some hardware independence
• Natural, terse API with some built-in extensibilityNatural, terse API with some built-in extensibility
OpenGL has become a standard because:OpenGL has become a standard because:
• It doesn’t try to do too muchIt doesn’t try to do too much
– Only renders the image, doesn’t manage windows, etc.Only renders the image, doesn’t manage windows, etc.
– No high-level animation, modeling, sound (!), etc.No high-level animation, modeling, sound (!), etc.
• It does enoughIt does enough
– Useful rendering effects + high performanceUseful rendering effects + high performance
• It is promoted by SGI (& Microsoft, half-heartedly)It is promoted by SGI (& Microsoft, half-heartedly)
OpenGL is Not Alone
GLUTGLUT
• The OpenGL Utility ToolkitThe OpenGL Utility Toolkit
– Interface to windowing system and OSInterface to windowing system and OS
– Provides handy shape primitives (torus, teapot, cube)Provides handy shape primitives (torus, teapot, cube)
FLTKFLTK
• Fast Light ToolkitFast Light Toolkit
– Graphical User Interface (GUI) builderGraphical User Interface (GUI) builder
BoostBoost
• Additional libraries that work with STLAdditional libraries that work with STL
GLUTGLUT
• The OpenGL Utility ToolkitThe OpenGL Utility Toolkit
– Interface to windowing system and OSInterface to windowing system and OS
– Provides handy shape primitives (torus, teapot, cube)Provides handy shape primitives (torus, teapot, cube)
FLTKFLTK
• Fast Light ToolkitFast Light Toolkit
– Graphical User Interface (GUI) builderGraphical User Interface (GUI) builder
BoostBoost
• Additional libraries that work with STLAdditional libraries that work with STL
The Big Picture
Who gets control of the main control loop?Who gets control of the main control loop?• FLTKFLTK – the code that waits for user input and processes it – the code that waits for user input and processes it
– Must be responsive to user… Must be responsive to user… do as I saydo as I say
• GLUTGLUT – the code that controls the window and refresh – the code that controls the window and refresh
– Must be responsive to windowing system and OSMust be responsive to windowing system and OS
• OpenGLOpenGL – the code that controls what is drawn – the code that controls what is drawn
– Must be responsive to the program that specifies where Must be responsive to the program that specifies where objects are located. If something moves, I want to see it.objects are located. If something moves, I want to see it.
Who gets control of the main control loop?Who gets control of the main control loop?• FLTKFLTK – the code that waits for user input and processes it – the code that waits for user input and processes it
– Must be responsive to user… Must be responsive to user… do as I saydo as I say
• GLUTGLUT – the code that controls the window and refresh – the code that controls the window and refresh
– Must be responsive to windowing system and OSMust be responsive to windowing system and OS
• OpenGLOpenGL – the code that controls what is drawn – the code that controls what is drawn
– Must be responsive to the program that specifies where Must be responsive to the program that specifies where objects are located. If something moves, I want to see it.objects are located. If something moves, I want to see it.
The Big Picture
Who gets control of the main control loop?Who gets control of the main control loop?
• Answer: FLTKAnswer: FLTK
– We’ll try to hide the details from you for nowWe’ll try to hide the details from you for now
– But be aware of the conflict that existsBut be aware of the conflict that exists
• FLTK must be aware of GLUT and OpenGL state at all timesFLTK must be aware of GLUT and OpenGL state at all times
– Must give code compute cycles when neededMust give code compute cycles when needed
• We’ll discuss OpenGL as if it were standaloneWe’ll discuss OpenGL as if it were standalone
Who gets control of the main control loop?Who gets control of the main control loop?
• Answer: FLTKAnswer: FLTK
– We’ll try to hide the details from you for nowWe’ll try to hide the details from you for now
– But be aware of the conflict that existsBut be aware of the conflict that exists
• FLTK must be aware of GLUT and OpenGL state at all timesFLTK must be aware of GLUT and OpenGL state at all times
– Must give code compute cycles when neededMust give code compute cycles when needed
• We’ll discuss OpenGL as if it were standaloneWe’ll discuss OpenGL as if it were standalone
OpenGL
Simple Example Simple Example – no color or lights or textures…– no color or lights or textures…
• An array of 100 vertices (x,y,z)An array of 100 vertices (x,y,z)
– double verts[100][3]double verts[100][3]
• An array of 30 triangles (made of An array of 30 triangles (made of three verts)three verts)
– int tri[30][3]int tri[30][3]
• An array of 10 matrix transformationsAn array of 10 matrix transformations
– double trans[10][16]double trans[10][16]
Simple Example Simple Example – no color or lights or textures…– no color or lights or textures…
• An array of 100 vertices (x,y,z)An array of 100 vertices (x,y,z)
– double verts[100][3]double verts[100][3]
• An array of 30 triangles (made of An array of 30 triangles (made of three verts)three verts)
– int tri[30][3]int tri[30][3]
• An array of 10 matrix transformationsAn array of 10 matrix transformations
– double trans[10][16]double trans[10][16]
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OpenGL
Main LoopMain Loop
• While (1) do…While (1) do…
– Determine the 10 matrix transformationsDetermine the 10 matrix transformations
– Multiply transformations together (composite them)Multiply transformations together (composite them)
– Apply resulting transformation to each triangleApply resulting transformation to each triangle
– Render each triangleRender each triangle
Main LoopMain Loop
• While (1) do…While (1) do…
– Determine the 10 matrix transformationsDetermine the 10 matrix transformations
– Multiply transformations together (composite them)Multiply transformations together (composite them)
– Apply resulting transformation to each triangleApply resulting transformation to each triangle
– Render each triangleRender each triangle
Determine the 10 matrix transformations
We know how to build the matrices by hand or…We know how to build the matrices by hand or…
• Use the GL implementationsUse the GL implementations
– glScale (theta degrees about (u, v, w) axis)glScale (theta degrees about (u, v, w) axis)
– glRotate (x, y, and z amounts)glRotate (x, y, and z amounts)
– glTranslate (x, y, and z amounts)glTranslate (x, y, and z amounts)
We know how to build the matrices by hand or…We know how to build the matrices by hand or…
• Use the GL implementationsUse the GL implementations
– glScale (theta degrees about (u, v, w) axis)glScale (theta degrees about (u, v, w) axis)
– glRotate (x, y, and z amounts)glRotate (x, y, and z amounts)
– glTranslate (x, y, and z amounts)glTranslate (x, y, and z amounts)
Multiply transformations together (composite them)
We know how to do matrix multiplication or…We know how to do matrix multiplication or…
• Use the GL implementationsUse the GL implementations
– Each call to glTranslate, glRotate, glScale…. automatically Each call to glTranslate, glRotate, glScale…. automatically multiplies new transformation by product of previous multiplies new transformation by product of previous transformations, transformations, MODELVIEWMODELVIEW matrix matrix
– Remember order of matrix multiplication and why this is a Remember order of matrix multiplication and why this is a good way to do thingsgood way to do things
We know how to do matrix multiplication or…We know how to do matrix multiplication or…
• Use the GL implementationsUse the GL implementations
– Each call to glTranslate, glRotate, glScale…. automatically Each call to glTranslate, glRotate, glScale…. automatically multiplies new transformation by product of previous multiplies new transformation by product of previous transformations, transformations, MODELVIEWMODELVIEW matrix matrix
– Remember order of matrix multiplication and why this is a Remember order of matrix multiplication and why this is a good way to do thingsgood way to do things
Apply resulting transformation by each triangle
• For each triangle, access its three pointsFor each triangle, access its three points
– glBegin (GL_TRIANGLES)glBegin (GL_TRIANGLES)
– glVertex (point1); glVertex(point2); glVertex(point3)glVertex (point1); glVertex(point2); glVertex(point3)
– glEnd();glEnd();
• Multiply each point by MODELVIEW matrixMultiply each point by MODELVIEW matrix
• Feed the three transformed points to a GL function that projects 3-D Feed the three transformed points to a GL function that projects 3-D triangles to 2-D screen spacetriangles to 2-D screen space
– PROJECTIONPROJECTION matrix defines virtual camera matrix defines virtual camera
Aspect ratio, clipping planes, camera typeAspect ratio, clipping planes, camera type
• For each triangle, access its three pointsFor each triangle, access its three points
– glBegin (GL_TRIANGLES)glBegin (GL_TRIANGLES)
– glVertex (point1); glVertex(point2); glVertex(point3)glVertex (point1); glVertex(point2); glVertex(point3)
– glEnd();glEnd();
• Multiply each point by MODELVIEW matrixMultiply each point by MODELVIEW matrix
• Feed the three transformed points to a GL function that projects 3-D Feed the three transformed points to a GL function that projects 3-D triangles to 2-D screen spacetriangles to 2-D screen space
– PROJECTIONPROJECTION matrix defines virtual camera matrix defines virtual camera
Aspect ratio, clipping planes, camera typeAspect ratio, clipping planes, camera type
Render
GL rendererGL renderer
• Given the 2-D coordinates of triangle verticesGiven the 2-D coordinates of triangle vertices
– OpenGL determines which pixels to illuminateOpenGL determines which pixels to illuminate
• It repeats this for all trianglesIt repeats this for all triangles
GL rendererGL renderer
• Given the 2-D coordinates of triangle verticesGiven the 2-D coordinates of triangle vertices
– OpenGL determines which pixels to illuminateOpenGL determines which pixels to illuminate
• It repeats this for all trianglesIt repeats this for all triangles
OpenGL Main Loop
Rendering is a pipelined processRendering is a pipelined processRendering is a pipelined processRendering is a pipelined process
Object Coordinates Eye
Coordinates
Clip Coordinates
Device CoordinatesWindow
Coordinates
MODELVIEWmatrix
PROJECTIONmatrix
Perspective division
Viewporttransformation
Immediate Mode
This example demonstrates GL’s This example demonstrates GL’s Immediate ModeImmediate Mode
• Every triangle is transformed immediately to screen spaceEvery triangle is transformed immediately to screen space
• It is then thrown awayIt is then thrown away
• If you repeat the same triangles each frame, use a If you repeat the same triangles each frame, use a Display Display ListList
– display list cache’s vertices to optimize pipelinedisplay list cache’s vertices to optimize pipeline
This example demonstrates GL’s This example demonstrates GL’s Immediate ModeImmediate Mode
• Every triangle is transformed immediately to screen spaceEvery triangle is transformed immediately to screen space
• It is then thrown awayIt is then thrown away
• If you repeat the same triangles each frame, use a If you repeat the same triangles each frame, use a Display Display ListList
– display list cache’s vertices to optimize pipelinedisplay list cache’s vertices to optimize pipeline
Adding Extra Features
GL is a GL is a state machinestate machine
• There are many variables stored as ‘globals’There are many variables stored as ‘globals’
– What color to use – What color to use – glColor()glColor()
All subsequent vertices will be assigned that colorAll subsequent vertices will be assigned that color
– What rendering mode (wireframe or solid)What rendering mode (wireframe or solid)
All subsequent polygons will be rendered that wayAll subsequent polygons will be rendered that way
– What matrix is active (MODELVIEW or PROJECTION) – What matrix is active (MODELVIEW or PROJECTION) – glMatrixMode()glMatrixMode()
All subsequent matrix commands will affect that matrixAll subsequent matrix commands will affect that matrix
GL is a GL is a state machinestate machine
• There are many variables stored as ‘globals’There are many variables stored as ‘globals’
– What color to use – What color to use – glColor()glColor()
All subsequent vertices will be assigned that colorAll subsequent vertices will be assigned that color
– What rendering mode (wireframe or solid)What rendering mode (wireframe or solid)
All subsequent polygons will be rendered that wayAll subsequent polygons will be rendered that way
– What matrix is active (MODELVIEW or PROJECTION) – What matrix is active (MODELVIEW or PROJECTION) – glMatrixMode()glMatrixMode()
All subsequent matrix commands will affect that matrixAll subsequent matrix commands will affect that matrix
Adding Extra Features
Setting different transformations to different trianglesSetting different transformations to different triangles
• Not all triangles should be affected by same transformation matrixNot all triangles should be affected by same transformation matrix
– think of limbs of an armthink of limbs of an arm
• You can change a matrix at willYou can change a matrix at will
– glMatrixMode (GL_MODELVIEW)glMatrixMode (GL_MODELVIEW)
– glLoadIdentity ();glLoadIdentity ();
• Or you can store previous results for future useOr you can store previous results for future use
– glPushMatrix()glPushMatrix() and and glPopMatrix()glPopMatrix()
– Puts a copy of current matrix on top of stack (or deletes top matrix)Puts a copy of current matrix on top of stack (or deletes top matrix)
Setting different transformations to different trianglesSetting different transformations to different triangles
• Not all triangles should be affected by same transformation matrixNot all triangles should be affected by same transformation matrix
– think of limbs of an armthink of limbs of an arm
• You can change a matrix at willYou can change a matrix at will
– glMatrixMode (GL_MODELVIEW)glMatrixMode (GL_MODELVIEW)
– glLoadIdentity ();glLoadIdentity ();
• Or you can store previous results for future useOr you can store previous results for future use
– glPushMatrix()glPushMatrix() and and glPopMatrix()glPopMatrix()
– Puts a copy of current matrix on top of stack (or deletes top matrix)Puts a copy of current matrix on top of stack (or deletes top matrix)
Wireframe
Wireframe with depth-cueing
Wireframe with antialiasing
Flat-shaded polygons
Smooth-shaded polygons
Texture maps and shadows
Close-up
With Fog
Modeling Transformations
glTranslate (x, y, z)glTranslate (x, y, z)• Post-multiplies the current matrix by a matrix that moves Post-multiplies the current matrix by a matrix that moves
the object by the given x-, y-, and z-valuesthe object by the given x-, y-, and z-values
glRotate (theta, x, y, z)glRotate (theta, x, y, z)• Post-multiplies the current matrix by a matrix that rotates Post-multiplies the current matrix by a matrix that rotates
the object in a counterclockwise direction about the ray the object in a counterclockwise direction about the ray from the origin through the point (x, y, z)from the origin through the point (x, y, z)
glTranslate (x, y, z)glTranslate (x, y, z)• Post-multiplies the current matrix by a matrix that moves Post-multiplies the current matrix by a matrix that moves
the object by the given x-, y-, and z-valuesthe object by the given x-, y-, and z-values
glRotate (theta, x, y, z)glRotate (theta, x, y, z)• Post-multiplies the current matrix by a matrix that rotates Post-multiplies the current matrix by a matrix that rotates
the object in a counterclockwise direction about the ray the object in a counterclockwise direction about the ray from the origin through the point (x, y, z)from the origin through the point (x, y, z)
Modeling Transformations
glScale (x, y, z)glScale (x, y, z)
• Post-multiplies the current matrix by a matrix that stretches, Post-multiplies the current matrix by a matrix that stretches, shrinks, or reflects an object along the axes.shrinks, or reflects an object along the axes.
glScale (x, y, z)glScale (x, y, z)
• Post-multiplies the current matrix by a matrix that stretches, Post-multiplies the current matrix by a matrix that stretches, shrinks, or reflects an object along the axes.shrinks, or reflects an object along the axes.
Matrix Multiplcations
Certain commands affect the current matrix in OpenGLCertain commands affect the current matrix in OpenGL• glMatrixMode()glMatrixMode() sets the current matrix sets the current matrix
• glLoadIdentity()glLoadIdentity() replaces the current matrix with an identity replaces the current matrix with an identity matrixmatrix
• glTranslate()glTranslate() postmultipliespostmultiplies the current matrix with a translation the current matrix with a translation matrixmatrix
• gluPerspective() gluPerspective() postmultipliespostmultiplies the current matrix with a the current matrix with a perspective projection matrixperspective projection matrix
It is important that you understand the order in which It is important that you understand the order in which OpenGL concatenates matricesOpenGL concatenates matrices
Certain commands affect the current matrix in OpenGLCertain commands affect the current matrix in OpenGL• glMatrixMode()glMatrixMode() sets the current matrix sets the current matrix
• glLoadIdentity()glLoadIdentity() replaces the current matrix with an identity replaces the current matrix with an identity matrixmatrix
• glTranslate()glTranslate() postmultipliespostmultiplies the current matrix with a translation the current matrix with a translation matrixmatrix
• gluPerspective() gluPerspective() postmultipliespostmultiplies the current matrix with a the current matrix with a perspective projection matrixperspective projection matrix
It is important that you understand the order in which It is important that you understand the order in which OpenGL concatenates matricesOpenGL concatenates matrices
Matrix Operations In OpenGL
In OpenGL:In OpenGL:
• Vertices are multiplied by the Vertices are multiplied by the MODELVIEWMODELVIEW matrix matrix
• The resulting vertices are multiplied by the projection matrixThe resulting vertices are multiplied by the projection matrix
Example: Example:
• Suppose you want to scale an object, translate it, apply a lookat Suppose you want to scale an object, translate it, apply a lookat transformation, and view it under perspective projection. What order transformation, and view it under perspective projection. What order should you make calls?should you make calls?
In OpenGL:In OpenGL:
• Vertices are multiplied by the Vertices are multiplied by the MODELVIEWMODELVIEW matrix matrix
• The resulting vertices are multiplied by the projection matrixThe resulting vertices are multiplied by the projection matrix
Example: Example:
• Suppose you want to scale an object, translate it, apply a lookat Suppose you want to scale an object, translate it, apply a lookat transformation, and view it under perspective projection. What order transformation, and view it under perspective projection. What order should you make calls?should you make calls?
Matrix Operations in OpenGL
Problem: scale an object, translate it, apply a lookat transformation, and view Problem: scale an object, translate it, apply a lookat transformation, and view it under perspectiveit under perspective
A A correctcorrect code fragment: code fragment:
glMatrixMode(GL_PERSPECTIVE);glMatrixMode(GL_PERSPECTIVE);
glLoadIdentity();glLoadIdentity();
gluPerspective(…);gluPerspective(…);
glMatrixMode(GL_MODELVIEW);glMatrixMode(GL_MODELVIEW);
glLoadIdentity();glLoadIdentity();
gluLookAt(…);gluLookAt(…);
glTranslate(…);glTranslate(…);
glScale(…);glScale(…);
/*/* Draw the object... Draw the object... */*/
Problem: scale an object, translate it, apply a lookat transformation, and view Problem: scale an object, translate it, apply a lookat transformation, and view it under perspectiveit under perspective
A A correctcorrect code fragment: code fragment:
glMatrixMode(GL_PERSPECTIVE);glMatrixMode(GL_PERSPECTIVE);
glLoadIdentity();glLoadIdentity();
gluPerspective(…);gluPerspective(…);
glMatrixMode(GL_MODELVIEW);glMatrixMode(GL_MODELVIEW);
glLoadIdentity();glLoadIdentity();
gluLookAt(…);gluLookAt(…);
glTranslate(…);glTranslate(…);
glScale(…);glScale(…);
/*/* Draw the object... Draw the object... */*/
Matrix Operations in OpenGLProblem: scale an object, translate it, apply a lookat transformation, and view Problem: scale an object, translate it, apply a lookat transformation, and view
it under perspectiveit under perspective
An An incorrectincorrect code fragment: code fragment:
glMatrixMode(GL_PERSPECTIVE);glMatrixMode(GL_PERSPECTIVE);
glLoadIdentity();glLoadIdentity();
glTranslate(…);glTranslate(…);
glScale(…);glScale(…);
gluPerspective(…);gluPerspective(…);
glMatrixMode(GL_MODELVIEW);glMatrixMode(GL_MODELVIEW);
glLoadIdentity();glLoadIdentity();
gluLookAt(…);gluLookAt(…);
/*/* Draw the object... Draw the object... */*/
Problem: scale an object, translate it, apply a lookat transformation, and view Problem: scale an object, translate it, apply a lookat transformation, and view it under perspectiveit under perspective
An An incorrectincorrect code fragment: code fragment:
glMatrixMode(GL_PERSPECTIVE);glMatrixMode(GL_PERSPECTIVE);
glLoadIdentity();glLoadIdentity();
glTranslate(…);glTranslate(…);
glScale(…);glScale(…);
gluPerspective(…);gluPerspective(…);
glMatrixMode(GL_MODELVIEW);glMatrixMode(GL_MODELVIEW);
glLoadIdentity();glLoadIdentity();
gluLookAt(…);gluLookAt(…);
/*/* Draw the object... Draw the object... */*/
Multiplication Order
glMatrixMode (MODELVIEW);glMatrixMode (MODELVIEW);
glLoadIdentity();glLoadIdentity();
glMultMatrix(N);glMultMatrix(N);
glMultMatrix(M);glMultMatrix(M);
glMultMatrix(L);glMultMatrix(L);
glBegin(POINTS);glBegin(POINTS);
glVertex3f(v);glVertex3f(v);
glEnd();glEnd();
glMatrixMode (MODELVIEW);glMatrixMode (MODELVIEW);
glLoadIdentity();glLoadIdentity();
glMultMatrix(N);glMultMatrix(N);
glMultMatrix(M);glMultMatrix(M);
glMultMatrix(L);glMultMatrix(L);
glBegin(POINTS);glBegin(POINTS);
glVertex3f(v);glVertex3f(v);
glEnd();glEnd();
Modelview matrix successively contains:I(dentity), N, NM, NML
The transformed vertex is:NMLv = N(M(Lv))
Manipulating Matrix Stacks
Observation: Certain model transformations are shared Observation: Certain model transformations are shared among many modelsamong many models
We want to avoid continuously reloading the same We want to avoid continuously reloading the same sequence of transformationssequence of transformations
glPushMatrix ( )glPushMatrix ( ) • push all matrices in current stack down one level and copy topmost push all matrices in current stack down one level and copy topmost
matrix of stackmatrix of stack
glPopMatrix ( )glPopMatrix ( )• pop the top matrix off the stackpop the top matrix off the stack
Observation: Certain model transformations are shared Observation: Certain model transformations are shared among many modelsamong many models
We want to avoid continuously reloading the same We want to avoid continuously reloading the same sequence of transformationssequence of transformations
glPushMatrix ( )glPushMatrix ( ) • push all matrices in current stack down one level and copy topmost push all matrices in current stack down one level and copy topmost
matrix of stackmatrix of stack
glPopMatrix ( )glPopMatrix ( )• pop the top matrix off the stackpop the top matrix off the stack
Matrix Manipulation - Example
Drawing a car with wheels and lugnutsDrawing a car with wheels and lugnutsDrawing a car with wheels and lugnutsDrawing a car with wheels and lugnuts
draw_wheel( );for (j=0; j<5; j++) {
glPushMatrix ();glRotatef(72.0*j, 0.0, 0.0, 1.0);glTranslatef (3.0, 0.0, 0.0);draw_bolt ( );
glPopMatrix ( );}
Matrix Manipulation - ExampleMatrix Manipulation - Example
draw_wheel( );for (j=0; j<5; j++) {
glPushMatrix ();glRotatef(72.0*j, 0.0, 0.0, 1.0);glTranslatef (3.0, 0.0, 0.0);draw_bolt ( );
glPopMatrix ( );
Global – Bottom Up
Start RotTrans
Matrix Manipulation - ExampleMatrix Manipulation - Example
draw_wheel( );for (j=0; j<5; j++) {
glPushMatrix ();glRotatef(72.0*j, 0.0, 0.0, 1.0);glTranslatef (3.0, 0.0, 0.0);draw_bolt ( );
glPopMatrix ( );
Local – Top Down
Start Rot Trans
OpenGL: Conventions
Functions in OpenGL start with Functions in OpenGL start with glgl
• Most functions just Most functions just gl gl (e.g., (e.g., glColor()glColor()) )
• Functions starting with Functions starting with gluglu are utility functions (e.g., are utility functions (e.g., gluLookAt()gluLookAt()))
• Functions starting with Functions starting with glxglx are for interfacing with the X are for interfacing with the X Windows system (e.g., in gfx.c)Windows system (e.g., in gfx.c)
Functions in OpenGL start with Functions in OpenGL start with glgl
• Most functions just Most functions just gl gl (e.g., (e.g., glColor()glColor()) )
• Functions starting with Functions starting with gluglu are utility functions (e.g., are utility functions (e.g., gluLookAt()gluLookAt()))
• Functions starting with Functions starting with glxglx are for interfacing with the X are for interfacing with the X Windows system (e.g., in gfx.c)Windows system (e.g., in gfx.c)
OpenGL: Conventions
Function names indicate argument type and numberFunction names indicate argument type and number
• Functions ending with Functions ending with ff take floats take floats
• Functions ending with Functions ending with ii take ints take ints
• Functions ending with Functions ending with bb take bytes take bytes
• Functions ending with Functions ending with ubub take unsigned bytes take unsigned bytes
• Functions that end with Functions that end with vv take an array. take an array.
ExamplesExamples• glColor3f()glColor3f() takes 3 floats takes 3 floats
• glColor4fv() glColor4fv() takes an array of 4 floatstakes an array of 4 floats
Function names indicate argument type and numberFunction names indicate argument type and number
• Functions ending with Functions ending with ff take floats take floats
• Functions ending with Functions ending with ii take ints take ints
• Functions ending with Functions ending with bb take bytes take bytes
• Functions ending with Functions ending with ubub take unsigned bytes take unsigned bytes
• Functions that end with Functions that end with vv take an array. take an array.
ExamplesExamples• glColor3f()glColor3f() takes 3 floats takes 3 floats
• glColor4fv() glColor4fv() takes an array of 4 floatstakes an array of 4 floats
OpenGL: Conventions
Variables written in CAPITAL lettersVariables written in CAPITAL letters
• Example: GLUT_SINGLE, GLUT_RGBExample: GLUT_SINGLE, GLUT_RGB
• usually constantsusually constants
• use the bitwise or command (x | y) to combine constantsuse the bitwise or command (x | y) to combine constants
Variables written in CAPITAL lettersVariables written in CAPITAL letters
• Example: GLUT_SINGLE, GLUT_RGBExample: GLUT_SINGLE, GLUT_RGB
• usually constantsusually constants
• use the bitwise or command (x | y) to combine constantsuse the bitwise or command (x | y) to combine constants
OpenGL: Simple Use
Open a window and attach OpenGL to itOpen a window and attach OpenGL to it
Set projection parameters (e.g., field of view)Set projection parameters (e.g., field of view)
Setup lighting, if anySetup lighting, if any
Main rendering loopMain rendering loop
• Set camera pose with Set camera pose with gluLookAt() gluLookAt()
– Camera position specified in world coordinatesCamera position specified in world coordinates
• Render polygons of modelRender polygons of model
– Simplest case: vertices of polygons in world coordinatesSimplest case: vertices of polygons in world coordinates
Open a window and attach OpenGL to itOpen a window and attach OpenGL to it
Set projection parameters (e.g., field of view)Set projection parameters (e.g., field of view)
Setup lighting, if anySetup lighting, if any
Main rendering loopMain rendering loop
• Set camera pose with Set camera pose with gluLookAt() gluLookAt()
– Camera position specified in world coordinatesCamera position specified in world coordinates
• Render polygons of modelRender polygons of model
– Simplest case: vertices of polygons in world coordinatesSimplest case: vertices of polygons in world coordinates
OpenGL: Simple Use
Open a window and attach OpenGL to itOpen a window and attach OpenGL to it
• glutCreateWindow() or FLTK window methodglutCreateWindow() or FLTK window method
Open a window and attach OpenGL to itOpen a window and attach OpenGL to it
• glutCreateWindow() or FLTK window methodglutCreateWindow() or FLTK window method
OpenGL: Perspective Projection
Set projection parameters (e.g., field of view)Set projection parameters (e.g., field of view)
Typically, we use a Typically, we use a perspective projectionperspective projection
• Distant objects appear smaller than near objects Distant objects appear smaller than near objects
• Vanishing point at center of screenVanishing point at center of screen
• Defined by a Defined by a view frustumview frustum (draw it) (draw it)
Other projections: Other projections: orthographicorthographic, , isometricisometric
Set projection parameters (e.g., field of view)Set projection parameters (e.g., field of view)
Typically, we use a Typically, we use a perspective projectionperspective projection
• Distant objects appear smaller than near objects Distant objects appear smaller than near objects
• Vanishing point at center of screenVanishing point at center of screen
• Defined by a Defined by a view frustumview frustum (draw it) (draw it)
Other projections: Other projections: orthographicorthographic, , isometricisometric
Setting up CameraglMatrixMode(GL_MODELVIEW);glMatrixMode(GL_MODELVIEW);
glLoadIdentity();glLoadIdentity();
gluLookAt(gluLookAt( eyeX, eyeY, eyeZ, eyeX, eyeY, eyeZ, lookX, lookY, lookZ, lookX, lookY, lookZ, upX, upY, upZ);upX, upY, upZ);
• eye[XYZ]: camera position in world coordinateseye[XYZ]: camera position in world coordinates
• look[XYZ]: a point centered in camera’s viewlook[XYZ]: a point centered in camera’s view
• up[XYZ]: a up[XYZ]: a vectorvector defining the camera’s vertical defining the camera’s vertical
Creates a matrix that transforms points in world coordinates to Creates a matrix that transforms points in world coordinates to camera coordinatescamera coordinates
• Camera at originCamera at origin
• Looking down -Z axisLooking down -Z axis
• Up vector aligned with Y axisUp vector aligned with Y axis
glMatrixMode(GL_MODELVIEW);glMatrixMode(GL_MODELVIEW);
glLoadIdentity();glLoadIdentity();
gluLookAt(gluLookAt( eyeX, eyeY, eyeZ, eyeX, eyeY, eyeZ, lookX, lookY, lookZ, lookX, lookY, lookZ, upX, upY, upZ);upX, upY, upZ);
• eye[XYZ]: camera position in world coordinateseye[XYZ]: camera position in world coordinates
• look[XYZ]: a point centered in camera’s viewlook[XYZ]: a point centered in camera’s view
• up[XYZ]: a up[XYZ]: a vectorvector defining the camera’s vertical defining the camera’s vertical
Creates a matrix that transforms points in world coordinates to Creates a matrix that transforms points in world coordinates to camera coordinatescamera coordinates
• Camera at originCamera at origin
• Looking down -Z axisLooking down -Z axis
• Up vector aligned with Y axisUp vector aligned with Y axis
OpenGL: Perspective Projection
In OpenGL: In OpenGL: • Projections implemented by Projections implemented by projection matrixprojection matrix
• gluPerspective()gluPerspective() creates a perspective creates a perspective projection matrix:projection matrix:
glSetMatrix(GL_PROJECTION);glSetMatrix(GL_PROJECTION);
glLoadIdentity(); //glLoadIdentity(); //load an identity matrixload an identity matrix
gluPerspective(vfov, aspect, near, far);gluPerspective(vfov, aspect, near, far);
Parameters to Parameters to gluPerspective()gluPerspective()::• vfovvfov: vertical field of view: vertical field of view
• aspectaspect: window width/height: window width/height
• nearnear, , farfar: distance to near & far clipping planes: distance to near & far clipping planes
In OpenGL: In OpenGL: • Projections implemented by Projections implemented by projection matrixprojection matrix
• gluPerspective()gluPerspective() creates a perspective creates a perspective projection matrix:projection matrix:
glSetMatrix(GL_PROJECTION);glSetMatrix(GL_PROJECTION);
glLoadIdentity(); //glLoadIdentity(); //load an identity matrixload an identity matrix
gluPerspective(vfov, aspect, near, far);gluPerspective(vfov, aspect, near, far);
Parameters to Parameters to gluPerspective()gluPerspective()::• vfovvfov: vertical field of view: vertical field of view
• aspectaspect: window width/height: window width/height
• nearnear, , farfar: distance to near & far clipping planes: distance to near & far clipping planes
OpenGL: Lighting
Setup lighting, if anySetup lighting, if any
Simplest option: change the Simplest option: change the current colorcurrent color between between polygons or verticespolygons or vertices• glColor() sets the current colorglColor() sets the current color
Or OpenGL provides a simple lighting model:Or OpenGL provides a simple lighting model:• Set parameters for light(s)Set parameters for light(s)
– Intensity, position, direction & falloff (if applicable) Intensity, position, direction & falloff (if applicable)
• Set Set materialmaterial parameters to describe how light reflects from the parameters to describe how light reflects from the surfacesurface
Won’t go into details now; check the red book if Won’t go into details now; check the red book if interestedinterested
Setup lighting, if anySetup lighting, if any
Simplest option: change the Simplest option: change the current colorcurrent color between between polygons or verticespolygons or vertices• glColor() sets the current colorglColor() sets the current color
Or OpenGL provides a simple lighting model:Or OpenGL provides a simple lighting model:• Set parameters for light(s)Set parameters for light(s)
– Intensity, position, direction & falloff (if applicable) Intensity, position, direction & falloff (if applicable)
• Set Set materialmaterial parameters to describe how light reflects from the parameters to describe how light reflects from the surfacesurface
Won’t go into details now; check the red book if Won’t go into details now; check the red book if interestedinterested
OpenGL: Specifying Geometry
Geometry in OpenGL consists of a list of vertices in Geometry in OpenGL consists of a list of vertices in between calls to between calls to glBegin()glBegin() and and glEnd()glEnd()• A simple example: telling GL to render a triangleA simple example: telling GL to render a triangle
glBegin(GL_POLYGON);glBegin(GL_POLYGON);
glVertex3f(x1, y1, z1);glVertex3f(x1, y1, z1);
glVertex3f(x2, y2, z2);glVertex3f(x2, y2, z2);
glVertex3f(x3, y3, z3);glVertex3f(x3, y3, z3);
glEnd();glEnd();
• Usage: Usage: glBegin(glBegin(geomtypegeomtype)) where geomtype is: where geomtype is:
– Points, lines, polygons, triangles, quadrilaterals, etc...Points, lines, polygons, triangles, quadrilaterals, etc...
Geometry in OpenGL consists of a list of vertices in Geometry in OpenGL consists of a list of vertices in between calls to between calls to glBegin()glBegin() and and glEnd()glEnd()• A simple example: telling GL to render a triangleA simple example: telling GL to render a triangle
glBegin(GL_POLYGON);glBegin(GL_POLYGON);
glVertex3f(x1, y1, z1);glVertex3f(x1, y1, z1);
glVertex3f(x2, y2, z2);glVertex3f(x2, y2, z2);
glVertex3f(x3, y3, z3);glVertex3f(x3, y3, z3);
glEnd();glEnd();
• Usage: Usage: glBegin(glBegin(geomtypegeomtype)) where geomtype is: where geomtype is:
– Points, lines, polygons, triangles, quadrilaterals, etc...Points, lines, polygons, triangles, quadrilaterals, etc...
Primitive Types
GL_POINTSGL_POINTS
GL_LINEGL_LINE
• {S | _STRIP | _LOOP}{S | _STRIP | _LOOP}
GL_TRIANGLEGL_TRIANGLE
• {S | _STRIP | _FAN}{S | _STRIP | _FAN}
GL_QUADGL_QUAD
• {S | _STRIP}{S | _STRIP}
GL_POLYGONGL_POLYGON
GL_POINTSGL_POINTS
GL_LINEGL_LINE
• {S | _STRIP | _LOOP}{S | _STRIP | _LOOP}
GL_TRIANGLEGL_TRIANGLE
• {S | _STRIP | _FAN}{S | _STRIP | _FAN}
GL_QUADGL_QUAD
• {S | _STRIP}{S | _STRIP}
GL_POLYGONGL_POLYGON
GL_POLYGON
List of vertices defines polygon edgesList of vertices defines polygon edges
Polygon must be convexPolygon must be convex
List of vertices defines polygon edgesList of vertices defines polygon edges
Polygon must be convexPolygon must be convex
Non-planar Polygons
Imagine polygon with non-planar verticesImagine polygon with non-planar vertices
Some perspectives will be rendered as concave Some perspectives will be rendered as concave polygonspolygons
These concave polygons may not rasterize These concave polygons may not rasterize correctlycorrectly
Imagine polygon with non-planar verticesImagine polygon with non-planar vertices
Some perspectives will be rendered as concave Some perspectives will be rendered as concave polygonspolygons
These concave polygons may not rasterize These concave polygons may not rasterize correctlycorrectly
OpenGL: More Examples
Example: GL supports quadrilaterals:Example: GL supports quadrilaterals:
glBegin(GL_QUADS);glBegin(GL_QUADS);
glVertex3f(-1, 1, 0); glVertex3f(-1, 1, 0);
glVertex3f(-1, -1, 0);glVertex3f(-1, -1, 0);
glVertex3f(1, -1, 0);glVertex3f(1, -1, 0);
glVertex3f(1, 1, 0);glVertex3f(1, 1, 0);
glEnd();glEnd();• This type of operation is called This type of operation is called immediate-mode renderingimmediate-mode rendering; ;
each command happens immediatelyeach command happens immediately
Example: GL supports quadrilaterals:Example: GL supports quadrilaterals:
glBegin(GL_QUADS);glBegin(GL_QUADS);
glVertex3f(-1, 1, 0); glVertex3f(-1, 1, 0);
glVertex3f(-1, -1, 0);glVertex3f(-1, -1, 0);
glVertex3f(1, -1, 0);glVertex3f(1, -1, 0);
glVertex3f(1, 1, 0);glVertex3f(1, 1, 0);
glEnd();glEnd();• This type of operation is called This type of operation is called immediate-mode renderingimmediate-mode rendering; ;
each command happens immediatelyeach command happens immediately
OpenGL: Drawing TrianglesYou can draw multiple triangles between You can draw multiple triangles between glBegin(GL_TRIANGLES)glBegin(GL_TRIANGLES) and and glEnd()glEnd()::
float v1[3], v2[3], v3[3], v4[3];float v1[3], v2[3], v3[3], v4[3];
......
glBegin(GL_TRIANGLES);glBegin(GL_TRIANGLES);
glVertex3fv(v1); glVertex3fv(v2); glVertex3fv(v3);glVertex3fv(v1); glVertex3fv(v2); glVertex3fv(v3);
glVertex3fv(v1); glVertex3fv(v3); glVertex3fv(v4);glVertex3fv(v1); glVertex3fv(v3); glVertex3fv(v4);
glEnd();glEnd();
Each set of 3 vertices forms a triangleEach set of 3 vertices forms a triangle• What do the triangles drawn above look like?What do the triangles drawn above look like?
• How much redundant computation is happening?How much redundant computation is happening?
You can draw multiple triangles between You can draw multiple triangles between glBegin(GL_TRIANGLES)glBegin(GL_TRIANGLES) and and glEnd()glEnd()::
float v1[3], v2[3], v3[3], v4[3];float v1[3], v2[3], v3[3], v4[3];
......
glBegin(GL_TRIANGLES);glBegin(GL_TRIANGLES);
glVertex3fv(v1); glVertex3fv(v2); glVertex3fv(v3);glVertex3fv(v1); glVertex3fv(v2); glVertex3fv(v3);
glVertex3fv(v1); glVertex3fv(v3); glVertex3fv(v4);glVertex3fv(v1); glVertex3fv(v3); glVertex3fv(v4);
glEnd();glEnd();
Each set of 3 vertices forms a triangleEach set of 3 vertices forms a triangle• What do the triangles drawn above look like?What do the triangles drawn above look like?
• How much redundant computation is happening?How much redundant computation is happening?
OpenGL: Triangle StripsAn OpenGL An OpenGL triangle striptriangle strip primitive reduces this redundancy by sharing vertices: primitive reduces this redundancy by sharing vertices:
glBegin(GL_TRIANGLE_STRIP);glBegin(GL_TRIANGLE_STRIP);
glVertex3fv(v0);glVertex3fv(v0);
glVertex3fv(v1);glVertex3fv(v1);
glVertex3fv(v2);glVertex3fv(v2);
glVertex3fv(v3);glVertex3fv(v3);
glVertex3fv(v4);glVertex3fv(v4);
glVertex3fv(v5);glVertex3fv(v5);
glEnd();glEnd();
• triangle 0 is v0, v1, v2triangle 0 is v0, v1, v2
• triangle 1 is v2, v1, v3 (triangle 1 is v2, v1, v3 (why not v1, v2, v3?why not v1, v2, v3?))
• triangle 2 is v2, v3, v4triangle 2 is v2, v3, v4
• triangle 3 is v4, v3, v5 (again, triangle 3 is v4, v3, v5 (again, notnot v3, v4, v5) v3, v4, v5)
An OpenGL An OpenGL triangle striptriangle strip primitive reduces this redundancy by sharing vertices: primitive reduces this redundancy by sharing vertices:
glBegin(GL_TRIANGLE_STRIP);glBegin(GL_TRIANGLE_STRIP);
glVertex3fv(v0);glVertex3fv(v0);
glVertex3fv(v1);glVertex3fv(v1);
glVertex3fv(v2);glVertex3fv(v2);
glVertex3fv(v3);glVertex3fv(v3);
glVertex3fv(v4);glVertex3fv(v4);
glVertex3fv(v5);glVertex3fv(v5);
glEnd();glEnd();
• triangle 0 is v0, v1, v2triangle 0 is v0, v1, v2
• triangle 1 is v2, v1, v3 (triangle 1 is v2, v1, v3 (why not v1, v2, v3?why not v1, v2, v3?))
• triangle 2 is v2, v3, v4triangle 2 is v2, v3, v4
• triangle 3 is v4, v3, v5 (again, triangle 3 is v4, v3, v5 (again, notnot v3, v4, v5) v3, v4, v5)
v0v2
v1v3
v4
v5
OpenGL: More ExamplesExample: GL supports quadrilaterals:Example: GL supports quadrilaterals:
glBegin(GL_QUADS);glBegin(GL_QUADS);
glVertex3f(-1, 1, 0); glVertex3f(-1, 1, 0);
glVertex3f(-1, -1, 0);glVertex3f(-1, -1, 0);
glVertex3f(1, -1, 0);glVertex3f(1, -1, 0);
glVertex3f(1, 1, 0);glVertex3f(1, 1, 0);
glEnd();glEnd();
• This type of operation is called This type of operation is called immediate-mode renderingimmediate-mode rendering; ; each command happens immediatelyeach command happens immediately
Example: GL supports quadrilaterals:Example: GL supports quadrilaterals:
glBegin(GL_QUADS);glBegin(GL_QUADS);
glVertex3f(-1, 1, 0); glVertex3f(-1, 1, 0);
glVertex3f(-1, -1, 0);glVertex3f(-1, -1, 0);
glVertex3f(1, -1, 0);glVertex3f(1, -1, 0);
glVertex3f(1, 1, 0);glVertex3f(1, 1, 0);
glEnd();glEnd();
• This type of operation is called This type of operation is called immediate-mode renderingimmediate-mode rendering; ; each command happens immediatelyeach command happens immediately
OpenGL: Front/Back Rendering
Each polygon has two sides, front and backEach polygon has two sides, front and back
OpenGL can render the two differentlyOpenGL can render the two differently
The ordering of vertices in the list determines The ordering of vertices in the list determines which is the front side:which is the front side:
• When looking at the When looking at the frontfront side, the vertices go side, the vertices go counterclockwisecounterclockwise
– This is basically the right-hand ruleThis is basically the right-hand rule
– Note that this still holds after perspective projectionNote that this still holds after perspective projection
Each polygon has two sides, front and backEach polygon has two sides, front and back
OpenGL can render the two differentlyOpenGL can render the two differently
The ordering of vertices in the list determines The ordering of vertices in the list determines which is the front side:which is the front side:
• When looking at the When looking at the frontfront side, the vertices go side, the vertices go counterclockwisecounterclockwise
– This is basically the right-hand ruleThis is basically the right-hand rule
– Note that this still holds after perspective projectionNote that this still holds after perspective projection
OpenGL: Drawing Triangles
You can draw multiple triangles between You can draw multiple triangles between glBegin(GL_TRIANGLES)glBegin(GL_TRIANGLES) and and glEnd()glEnd()::
float v1[3], v2[3], v3[3], v4[3];float v1[3], v2[3], v3[3], v4[3];
......
glBegin(GL_TRIANGLES);glBegin(GL_TRIANGLES);
glVertex3fv(v1); glVertex3fv(v2); glVertex3fv(v3);glVertex3fv(v1); glVertex3fv(v2); glVertex3fv(v3);
glVertex3fv(v1); glVertex3fv(v3); glVertex3fv(v4);glVertex3fv(v1); glVertex3fv(v3); glVertex3fv(v4);
glEnd();glEnd();
Each set of 3 vertices forms a triangleEach set of 3 vertices forms a triangle• What do the triangles drawn above look like?What do the triangles drawn above look like?
• How much redundant computation is happening?How much redundant computation is happening?
You can draw multiple triangles between You can draw multiple triangles between glBegin(GL_TRIANGLES)glBegin(GL_TRIANGLES) and and glEnd()glEnd()::
float v1[3], v2[3], v3[3], v4[3];float v1[3], v2[3], v3[3], v4[3];
......
glBegin(GL_TRIANGLES);glBegin(GL_TRIANGLES);
glVertex3fv(v1); glVertex3fv(v2); glVertex3fv(v3);glVertex3fv(v1); glVertex3fv(v2); glVertex3fv(v3);
glVertex3fv(v1); glVertex3fv(v3); glVertex3fv(v4);glVertex3fv(v1); glVertex3fv(v3); glVertex3fv(v4);
glEnd();glEnd();
Each set of 3 vertices forms a triangleEach set of 3 vertices forms a triangle• What do the triangles drawn above look like?What do the triangles drawn above look like?
• How much redundant computation is happening?How much redundant computation is happening?
OpenGL: Triangle StripsAn OpenGL An OpenGL triangle striptriangle strip primitive reduces this redundancy by sharing primitive reduces this redundancy by sharing
vertices:vertices:
glBegin(GL_TRIANGLE_STRIP);glBegin(GL_TRIANGLE_STRIP);
glVertex3fv(v0);glVertex3fv(v0);
glVertex3fv(v1);glVertex3fv(v1);
glVertex3fv(v2);glVertex3fv(v2);
glVertex3fv(v3);glVertex3fv(v3);
glVertex3fv(v4);glVertex3fv(v4);
glVertex3fv(v5);glVertex3fv(v5);
glEnd();glEnd();
• triangle 0 is v0, v1, v2triangle 0 is v0, v1, v2
• triangle 1 is v2, v1, v3 (triangle 1 is v2, v1, v3 (why not v1, v2, v3?why not v1, v2, v3?))
• triangle 2 is v2, v3, v4triangle 2 is v2, v3, v4
• triangle 3 is v4, v3, v5 (again, triangle 3 is v4, v3, v5 (again, notnot v3, v4, v5) v3, v4, v5)
An OpenGL An OpenGL triangle striptriangle strip primitive reduces this redundancy by sharing primitive reduces this redundancy by sharing vertices:vertices:
glBegin(GL_TRIANGLE_STRIP);glBegin(GL_TRIANGLE_STRIP);
glVertex3fv(v0);glVertex3fv(v0);
glVertex3fv(v1);glVertex3fv(v1);
glVertex3fv(v2);glVertex3fv(v2);
glVertex3fv(v3);glVertex3fv(v3);
glVertex3fv(v4);glVertex3fv(v4);
glVertex3fv(v5);glVertex3fv(v5);
glEnd();glEnd();
• triangle 0 is v0, v1, v2triangle 0 is v0, v1, v2
• triangle 1 is v2, v1, v3 (triangle 1 is v2, v1, v3 (why not v1, v2, v3?why not v1, v2, v3?))
• triangle 2 is v2, v3, v4triangle 2 is v2, v3, v4
• triangle 3 is v4, v3, v5 (again, triangle 3 is v4, v3, v5 (again, notnot v3, v4, v5) v3, v4, v5)
v0v2
v1v3
v4
v5
Double Buffering
Avoids displaying partially rendered frame bufferAvoids displaying partially rendered frame buffer
OpenGL generates one raster image while another OpenGL generates one raster image while another raster image is displayed on monitorraster image is displayed on monitor
glxSwapBuffers (Display *dpy, Window, w)glxSwapBuffers (Display *dpy, Window, w)
glutSwapBuffers (void)glutSwapBuffers (void)
Avoids displaying partially rendered frame bufferAvoids displaying partially rendered frame buffer
OpenGL generates one raster image while another OpenGL generates one raster image while another raster image is displayed on monitorraster image is displayed on monitor
glxSwapBuffers (Display *dpy, Window, w)glxSwapBuffers (Display *dpy, Window, w)
glutSwapBuffers (void)glutSwapBuffers (void)