Hi Wang,

your first book was an enlightenment and answered a lot of questions which were not so clear, from source, doxygen, mailing list and web search. I would have one request for a topic, which I do not find in your content list: How to add and use OpenGL code within OSG. Now and then there are some mails on the List, but they seem already quite advanced. Could you possibly add few examples about this topic ?

Thank you very much.

Regards, Peter


Hi Alessandro,

I'd like to list the titles of all recipes finished until now as below.

Thanks for the support. :-)

Wang Rui

-------------------------------

[Chapter 1]
Checking  out the latest version of OSG.
Configure Configuring CMake options.
Building plug-ins to support common file externsions.
Compile Compiling and package packaging OSG on different platforms.
Compile Compiling and use using OSG on mobile devices.
Compile Compiling and use using dynamic and static libraries.
Generate Generating the API documentation.
Create Creating your own project using Cmake

[Chapter 2]
Using smart and observer pointers
Sharing and cloning objects
Computing the world bounding box of any node
Creating a running car
Mirroring the scene graph
Designing a breadth-first node visitor
Implementing a background image node
Making your node always face to screen
Using draw callbacks to execute NVIDIA Cg functions
Implementing a compass node

[Chapter 3]
Creating a polygon with borderlines
Extruding a 2D shape to 3D
Drawing a NURBS surface
Drawing a dynamic clock on the screen
Drawing a ribbon following a model
Selecting and highlighting a model
Selecting a triangle face of the model
Selecting a point of the model
Using vertex displacement mapping in shaders
Using the draw instanced extension

[Chapter 4]
Setting up views on multiple screens
Using slave cameras to simulate a power-wall
Using depth partition to display huge scene
Implementing the radar map
Showing the top, front and side views of a model
Manipulating the top, front and side views
Following a moving model
Using manipulator to follow models
Designing a 2D camera manipulator
Manipulating the view with joysticks

[Chapter 5]
Opening and closing the door
Playing a movie in the 3D world
Designing scrolling texts
Implementing a morph geometry
Fading in and out
Animating a flight on fire
Dynamically lighting within shaders
Creating a simple 'Galaxian' game
Building a skeleton system
Skinning a skeleton system
Letting the physics engine be

[Chapter 6]
Using the bump mapping technique
Simulating the view-dependent shadow
Implementing transparency with multiple passes
Reading and displaying the depth buffer
Implementing the night vision effect
Implementing the depth-of-field effect
Designing a skybox with the cubemap
Creating simple water effect
Creating a piece of cloud
Customizing the state attribute
Using MRT to create the G-buffer
Completing the deferred shading algorithm

[Chapter 7]
Preparing the VPB (VirtualPlanetBuilder) tool
Generating small terrain database
Generating terrain database on the earth
Working with multiple imagery and elevation data
Patching existing terrain database with newer data
Building NVTT support for device-independent generation
Using SSH to implement cluster generation
Configuring and loading terrain from the Internet
Playing with osgEarth: another way to visualize the world
Use osgEarth to display VPB generated database
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