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Tag Archive for opengl

3d point cloud render from x,y,z 2d array with texture

Need some direction on 3d point cloud display using OpenGL in c++ (vs2008). I am brand new to OpenGL and trying to do a 3d point cloud display with a texture. I have 3 2D arrays (each same size 1024×512) representing x,y,z of each point. I think I am on the right track with

Data structures for storing finger/stylus movements in drawing application?

I have a general question about creating a drawing application, the language could be C++ or ObjectiveC with OpenGL.
I would like to hear what are the best methods and practices for storing strokes data.
Think of the many iPad apps that allow you to draw with your finger (or a stylus) or any other similar function on a desktop app.

Use Android NDK for portability with iOS?

I am currently planning to implement a little painting app using OpenGL ES 1.1. I believe this question applies to any OpenGL ES project. I am starting development on Android and I would like to know if you would recommend writing the drawing logic (using OpenGL) in C++ with the NDK so it will easier to port to iOS, or to use the Java API and being locked on Android.

Why don’t modern libraries use OOP

I’m a beginner-level C++ programmer, but I understand the concepts of the language fairly well. When I began to learn external C++ libraries, like SDL, OpenGL (maybe something else too), to my great surprise I found out that they don’t use C++ concepts at all.

Simulating a projector in openGL

I wish to simulate a projector screen in OpenGL, where an image is truly being projected onto the wall in real time. By this I mean if an object were to get in between the projector and the wall, that portion of the image will appear on the obstructing object.

Why have hardware-accelerated vector graphics not taken off?

I’m working on an app that involves real-time manipulation of vector paths at 60fps, and I’m very surprised by how little information there is on the subject. At first, I tried to implement my idea using CoreGraphics, but it didn’t perform adequately for my purposes. I then discovered that there was a Khronos standard for hardware-accelerated vector graphics called OpenVG, and thankfully a kind soul had written an OpenGL ES semi-implementation called MonkVG.