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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Computer Graphics — J. X. Chen

I think this is part of vook 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 boo into new wrapper objects, and once you do, it’s hard to teach with those. Julien Gouesse Personal blog Website. I understand your position, especially the last aspect. We are at an important time in the history of computer graphics. It probably takes lines of code to put a single triangle on screen.

However, you should have a look at Jzy3D if you want to draw plots.

I want to plot multivariate data with different symbols, axes, titles, legend, with user rotate, translate, and zoom. Here is what I looked at so far: Since I am starting from zero, I’d like to not be confused by deprecated approaches. 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. I should only have to rewrite those, if necessary, but I would rather get off on the right foot.


I am picky about such things, but more lifelike, fog-shrouded, chrome teapots are not on my todo list. The main problems will be the real drop of the fixed function pipeline, i. Yes, once I have my footing and start to write my own routines, I seldom refer to a book – google is my friend.

In reply to this post by LordSmoke Thanks once again for the helpful feedback. There are currently no scenegraph supporting both the backward compatible profile and the forward compatible profile.

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. How is a newb to filter all of this? 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. In reply to this post by LordSmoke. First of all, thanks to everyone who bookk been so helpful and responsive in the past week or so in getting me up and running.

Of course, I abstract my stuff so the data plotting layer calls isolated, underlying procedures plotSymbol symbolType, location that handle the details. 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.

I also want to plot texture-mapped surfaces of, say, brains, lungs, faces, and animate those a bit – respiring lungs, growing brains. In my case, I’m more comfortable with fixed function pipeline, I rarely use shaders.

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Lol we will worry about the paradigms for you if you use Java3D. Then again, java3d seemed to serve my purposes just fine. Search everywhere only in this topic. Looking into it today, I think I really don’t care at all about shaders. There is a new RedBook coming out in Jgol that might address the criticisms of the current version confounding programming modelsbut I have a project on which I need to start much sooner.

Free forum by Nabble. With respect to learning, I am worried about this statement in one of the threads: Gets some recommendations here booj the past year.

Book recommendations?

My needs are rather simple. 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. However, like the online tutorials, 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.

Is this shader-based stuff what I need to learn? Comprehensive Tutorial and Reference 5th Edition. But, hey, I might go wild and let the user pick a point and see ancillary information about it.