golib  0.5
OpenGL related

Classes

class  goGL::Animation
 Animation object. More...
 
class  goGL::Camera
 Camera object. More...
 
class  goGL::DrawableObject
 Drawable OpenGL object. More...
 
class  goGL::Light
 Light object for OpenGL. More...
 
class  goGL::Material
 Material object for OpenGL. More...
 
class  goGL::MeshObject
 A mesh object for OpenGL. More...
 
class  goGL::Object
 Base class for OpenGL scene objects. More...
 
class  goGL::OFFFile
 
class  goGL::Scene
 OpenGL scene class. More...
 
class  goGL::Texture
 Class representing a texture object in OpenGL. More...
 
class  goGL::TextureImage
 Represents an OpenGL quad (a plane) with a texture given by an image. The image is tiled into suitably sized texture tiles. More...
 
class  goGL::Waypoint
 Waypoint to goGL::Animation objects. More...
 

Functions

bool goGL::getGLBuffer (goSignal3D< void > &ret)
 Get the current OpenGL buffer into a goSignal3D<void>. More...
 
bool goGL::viewSphere (goFloat phi, goFloat theta, goFloat radius, goVectorf *positionRet=0, goVectorf *upRet=0)
 Set OpenGL camera on view sphere, looking at the origin. More...
 
bool goGL::findNeighbouringVertices (goSize_t Nvertices, const goFixedArray< goVector< int > > &faces, goMatrix< goIndex_t > &ret)
 

Detailed Description

Todo:
Documentation is rudimentary.

This module provides a few classes that allow building simple scenes in OpenGL, create textures, display images as textures in OpenGL, and so on.

Function Documentation

◆ getGLBuffer()

bool goGL::getGLBuffer ( goSignal3D< void > &  ret)

Get the current OpenGL buffer into a goSignal3D<void>.

Parameters
retThe image taken from the OpenGL buffer. It will have the data type that ret had before the call, and the format will depend on its channel count: If it has 1 channel, GL_LUMINANCE will be read, if 3, GL_RGB will be read, and if 4 channels GL_RGBA will be read. Any othe channel count will result in an error (return false).
Returns
True if successful, false otherwise.

◆ viewSphere()

bool goGL::viewSphere ( goFloat  phi,
goFloat  theta,
goFloat  radius,
goVectorf positionRet = 0,
goVectorf upRet = 0 
)

Set OpenGL camera on view sphere, looking at the origin.

Parameters
phiin [-pi,pi]
thetain [0,2*pi]
radius
positionRet3D position, return value
upRet3D up-vector, return value
Returns
True if successful, false otherwise.