Openscenegraph 3.0 - Wang_ Rui.pdf

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OpenSceneGraph 3.0
Beginner's Guide
Create high-performance virtual reality applicaions with
OpenSceneGraph, one of the best 3D graphics engines
Rui Wang
Xuelei Qian
BIRMINGHAM - MUMBAI
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OpenSceneGraph 3.0
Beginner's Guide
Copyright © 2010 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system,
or transmited in any form or by any means, without the prior writen permission of the
publisher, except in the case of brief quotaions embedded in criical aricles or reviews.
Every efort has been made in the preparaion of this book to ensure the accuracy of the
informaion presented. However, the informaion contained in this book is sold without
warranty, either express or implied. Neither the authors, nor Packt Publishing and its dealers
and distributors will be held liable for any damages caused or alleged to be caused directly or
indirectly by this book.
Packt Publishing has endeavored to provide trademark informaion about all of the
companies and products menioned in this book by the appropriate use of capitals.
However, Packt Publishing cannot guarantee the accuracy of this informaion.
First published: December 2010
Producion Reference: 1081210
Published by Packt Publishing Ltd.
32 Lincoln Road
Olton
Birmingham, B27 6PA, UK.
ISBN 978-1-849512-82-4
www.packtpub.com
Cover Image by Ed Maclean ( edmaclean@gmail.com )
Credits
Authors
Rui Wang
Xuelei Qian
Editorial Team Leader
Akshara Aware
Project Team Leader
Lata Basantani
Reviewers
Jean-Sébasien Guay
Cedric Pinson
Project Coordinator
Leena Purkait
Acquisiion Editor
Usha Iyer
Proofreader
Dirk Manuel
Development Editor
Maitreya Bhakal
Graphics
Nilesh Mohite
Technical Editors
Conrad Sardinha
Vanjeet D'souza
Producion Coordinator
Adline Swetha Jesuthas
Cover Work
Adline Swetha Jesuthas
Indexers
Tejal Daruwale
Hemangini Bari
Monica Ajmera Mehta
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Foreword
Scene graphs have been the foundaion of real-ime graphics applicaions for the last
two decades, whether it is a 3D game on a phone or a professional light simulator
cosing millions of pounds, a virtual reality applicaion through to the latest 3D real-ime
visualizaion on television, scene graphs are there under the hood, quietly churning out high
quality visuals.
However, even powerful tools like scene graphs don't write world leading graphics
applicaions by themselves, they sill need developers with the skill and knowledge to make
best use of them and the hardware that they run on. This experise isn't something that you
can gain by reading a few pages on the web—graphics hardware and sotware coninues
to evolve and you need to keep up with it... It's a journey of learning and exploraion
undertaken throughout your career.
OpenSceneGraph itself is the world's leading scene graph API, and has been writen by,
and to fulil the needs of, professional graphics applicaion developers. It is writen to be
powerful and producive to use rather than cut down and easy to use. Your irst encounter
with OpenSceneGraph may well be dauning; it's a professional grade scene graph containing
many hundreds of classes and modules. But with this sophisicaion comes the ability to
write very powerful graphics applicaions quickly so it's well worth the efort in learning how
to make best use of it.
The authors of this book are users and contributors to the OpenSceneGraph sotware and its
community. For me it's rewarding to see this open source project reach out across the world
and inspire people, such as Rui Wang and Xuelei Qian, not only to use and contribute to the
sotware, but also to write a book about it so that others can start their own journey into
real-ime graphics.
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