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Practical 3 (Week 4).
Later on today we will get to continue working on our first task, but
first, let's do some set tutorial work, including the exciting new stuff
- OpenGL.
OpenGL - Getting Started
It is important to get a handle on OpenGL early. Try to keep up and not
get lost. Your text book has all you should need for help, or ask your
tutor (Lindsay, Nathan or Kerry. Marcus is here for help with Inspire
3D only.)
- In order to get GLUT to work on the PCs in the labs, you have to run
"GLUTCopy" from your applications (unless it has already been
run).
- Open this sample
OpenGL file (Chapter 2, Fig 2.10 - pg 46) in MS Visual C++.
- Inspect the code and modify the positions of the dots.
- More source code for
Chapter 2 exists here. These files are not all complete programs.
You will have to follow the textbook to understand how to use them properly.
Save and open/edit the files, then compile and run them and then edit
them to see how they work.
- Today you should at least get to drawing some points and lines in
OpenGL.
You should also try getting the Sierpinski gadget program to work (you'll
have to add the code that's not in the downloaded file).
Inspire 3D - More Modelling
Carry out the instructions at each of the following links:
- 3D Interactive - Inspire 3D
Tutorials - do any of the list that you did not do last week:
- Lathing Objects in Inspire 3D (using Splines!)
- Mastering the Versitile Bevel Tool
- Creating Terrain - and
- Creating Water
When you have finished the above work, you can go on with your task,
which is due in your prac session next week (have it ready by the start).
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Announcements |
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OpenGL will be the basis of our interactive graphics
work, with Inspire 3D being the static, or non-interactive
work. Later on, we will combine the two to add interactivity
to the work we have been doing in Inspire - using OpenGL.
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Subject Coordinator: Lindsay
{w} | {e}.
Last Update:
September 10, 2001
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