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OpenGL


Contents

1 ¸ñÂ÷
1.1 nvidia
2 ÀÌ·ÐÀûÀÎ °Íµé
3 NPL(Non-Photorealistic Lightning)
4 ÁöÇü
5 ÅýºÃÄ
6 Æ®·çŸÀÔ ÆùÆ® ·£´õ¸µ
7 ÆÄƼŬ
8 ij¸¯ÅÍ ¾Ö´Ï¸ÞÀ̼Ç
9 Ãæµ¹Ã¼Å© ¹× ¹°¸®¿£Áø
9.1 ¾ÆÆ¼Å¬µé
9.2 ¸µÅ©
10 °ü·Ã ¹ø¿ª
11 Nehe Tutorial
12 ÆÁ
13 GL È®Àå
14 ¾ÆÆ¼Å¬
15 ¸µÅ©
16 3D ¿£Áø
16.1 ¼Ò±Ô¸ð ¶óÀ̺귯¸®
17 ÀÚ·á

1 ¸ñÂ÷ #

1.1 nvidia #

2 ÀÌ·ÐÀûÀÎ °Íµé #

3 NPL(Non-Photorealistic Lightning) #

4 ÁöÇü #

5 ÅýºÃÄ #

6 Æ®·çŸÀÔ ÆùÆ® ·£´õ¸µ #

7 ÆÄƼŬ #

8 ij¸¯ÅÍ ¾Ö´Ï¸ÞÀÌ¼Ç #

9 Ãæµ¹Ã¼Å© ¹× ¹°¸®¿£Áø #

9.1 ¾ÆÆ¼Å¬µé #

9.2 ¸µÅ© #

10 °ü·Ã ¹ø¿ª #

  • @opengl_hangul.zip (161.64 KB) - ´Ü±¹´ë Àü»ê°ú ºÐµéÀÌ ·¹ÆÛ·±½º¸¦ ¹ø¿ªÇϼ̾ú³×¿ä. HTML HelpÈ­ÀÏÀÔ´Ï´Ù. º¼·£µåÆ÷·³¿¡¼­ °¡Á®¿Ô½À´Ï´Ù.
  • Billboarding Tutorial - ºôº¸µå¿¡ ´ëÇÑ ±¸Çö¿ø¸®¿Í ÄÚµå.
  • Terrain»ý¼ºÆ©Å丮¾ó - ±¸¸ª ÁöÇüÀ» »ý¼ºÇÏ´Â ¾Ë°í¸®Áò¿¡ ´ëÇÑ ¼³¸í°ú ÄÚµå
  • ÁöÇü±¸Çö±âÃÊ - Æ©Å丮¾óÀ̶ó°í Çϱ⿡´Â... °¢Á¾ ÁöÇü»ý¼º¿¡ ´ëÇÑ ¾Ë°í¸®Áò ¹× ¼Ò°³, ¼Ò½ºµîµî
  • Generating Random Fractal Terrain - ÇÁ·¢Å»·Î ³­¼ö ÁöÇüÀ» »ý¼ºÇÏ´Â ¹æ¹ý
  • Fast computation of terrain shadow maps - ³ôÀÌÇÊµå ¹æ½ÄÀÇ ÁöÇüÀ» »ý¼ºÇÒ¶§ »ç¿ëµÇ´Â ÁöÇü ÅýºÃÄ¿¡ ¹Ì¸® ±×¸²ÀÚ¸¦ ¸ÕÀú ·£´õ¸µÇØ ³Ö´Â ±â¹ý
  • Continuous LOD Terrain Meshing Using Adaptive Quadtrees - ÄõµåÆ®¸®¸¦ »ç¿ëÇÑ LOD ±¸Çö ¾Ë°í¸®ÁòÀÔ´Ï´Ù.
  • Volumetric Fog - º¼·ý Æ÷±×¿¡ ´ëÇÑ Á¶±Ý ¿À·¡µÈ ¾ÆÆ¼Å¬ÀÔ´Ï´Ù.
  • Á¤Á¡¹öÆÛÀÇ È¿À²ÀûÀÎ »ç¿ë¹ý - nvidia¿¡ ÀÖ´Â Á¶±ÝÀº ¿À·¡µÈ ¾ÆÆ¼Å¬ÀÔ´Ï´Ù. spirit3D.net¿¡ ¾î´ÀºÐÀÌ ¹ø¿ªÇÑ ±ÛÀÌ ÀÖ´Ù´Â °ÍÀ» °°ÀÌ ÀÏÇÏ´Â ºÐÀÌ ¾Ë·ÁÁ̴ּµ¥, °øºÎ»ï¾Æ ´Ù½Ã ¹ø¿ªÇغ¾´Ï´Ù. DXÀ§ÁÖ¶ó´Â Á¡ÀÌ Á» °É¸®´Â ±Û.

11 Nehe Tutorial #

  • Nehe - Cool Looking Fog - GLÀÇ ¾È°³(fog) °ü·Ã ÇÔ¼ö ±âÃÊ¿¹Á¦ÀÔ´Ï´Ù.
  • Nehe - Masking - GL¿¡¼­ ¸¶½ºÅ· À̹ÌÁö¸¦ »ç¿ëÇÑ Åõ¸í»ö È¿°ú ±¸Çö¿¹Á¦ÀÔ´Ï´Ù. ÀÌ ¹æ¹ýÀº ÅýºÃÄÀÇ ¿ë·®ÀÌ 2¹è°¡ µÈ´Ù´Â Á¡¿¡¼­ ¾à°£ÀÇ °³¼±ÀÇ ¿©Áö°¡ ÀÖ½À´Ï´Ù.
  • Nehe - Cel-Shading - Ä«Å÷ ·£´õ¸µÀ» ±¸ÇöÇÑ ¿¹Á¦ÀÔ´Ï´Ù. À̷п¡ ´ëÇÑ ±ÛÀº °°Àº ÀúÀÚ ±Û·Î½á µû·Î ÀÖ´õ±º¿ä. °°Àº ÀúÀÚ°¡ º¸Ãæ ¼³¸íÇÑ Cel-Shading À» Àо½Ã±æ..
  • Nehe - Vertex Buffer Objects - ¿À¿Ê... VBO°¡ nehe¿¡ ÀÖ´õ±º¿ä. ¤»¤»¤» ¿¹Á¦°¡ ÇÊ¿äÇÏ´øÂ÷¿¡ ÀߵǾú½À´Ï´Ù. Àд°âÇØ¼­ ÆÛ´Ù³Ö¾ú½À´Ï´Ù.
  • [http]http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=43 - freetype2¸¦ »ç¿ëÇÏ¿© ÆùÆ® È­¸é¿¡ Ãâ·ÂÇϱâ. ¸î¸î ºÎºÐ¿¡¼­ º¼¸¸ÇÑ ³»¿ëÀÌ ÀÖ½À´Ï´Ù.

12 ÆÁ #

  • glFlush()¿Í glFinish()ÀÇ Â÷ÀÌÁ¡Àº ¹«¾ùÀԴϱî? - GPGStudyÀÇ Æ÷·³±ÛÁß ¸µÅ©°¡ ÀÖ¾î ÆÛ¿Ô½À´Ï´Ù.
  • glOrtho()¿Í glViewport()´Â ¹«½¼ÀÏÀ» Çմϱî? - µ¢´Þ¾Æ µû¶ó¿Â ÆÁ. ^^;
  • °£´ÜÇÑ ASE È­ÀÏ ºÐ¼® - ¸Å½¬ µ¥ÀÌŸ¸¦ °¡Á®¿À´Âµ¥ À־ °¡Àå °£ÆíÈ÷ »ç¿ëÇÏ´Â Æ÷¸ËÁß ÇϳªÀÎ ASE È­ÀÏÀÇ ³»ºÎ ¿ä¼Ò ºÐ¼®ÀÔ´Ï´Ù.

13 GL È®Àå #

  • [http]OpenGL È®Àå °¡À̵å - GL ÄÚµùÇϽŴٸé Çʼö ±¸¸Å ¼­Àû.
  • [http]http://glew.sourceforge.net/ - Opengl Extension Wrangler Library. gl È®ÀåÀ» º¸´Ù ½±°Ô »ç¿ëÇÒ ¼ö ÀÖµµ·Ï ÇØÁÝ´Ï´Ù.
    • [http]http://www.levp.de/3d/ - GL ÀͽºÅÙ¼Ç ¶óÀ̺귯¸® »çÀÌÆ®. »çÀÌÆ®ÁÖÀÎÀÌ ¹Ù»µ¼­ extglÀÇ ´õÀÌ»óÀÇ ¾÷µ¥ÀÌÆ®°¡ ¾ø´Ù°í °øÇ¥Ç߳׿ä.
  • [http]http://elf-stone.com/glee.php - ¶Ç´Ù¸¥ gl È®Àå ¶óÀ̺귯¸®. full ANSI C ±¸Çö.
  • [http]OpenGL Extension Registry
  • [http]http://www.realtech-vr.com/glview/ - ÇöÀç »ç¿ëÁßÀÎ ºñµð¿ÀÄ«µå°¡ ¾î¶² extensionÀ» Áö¿øÇÏ´ÂÁö ¾Ë¾ÆºÁÁÖ´Â ÇÁ·Î±×·¥. win32¿Í macÀ» Áö¿øÇϳ׿ä. freeware.
    • [ftp]ftp://ftp2.v3x.net/vx/pub/glview-ext.zip - À§ glview Á¦Àۻ簡 ¸¸µç xmlÇü½ÄÀÇ Áö¿øÄ«µå<->GLÈ®Àå µ¥ÀÌŸº£À̽º. ƯÁ¤Ä«µå¿¡ ¾î¶² GL È®ÀåÀÌ Áö¿øµÇ´ÂÁö, ȤÀº ¹Ý´ë·Î ƯÁ¤ GLÈ®ÀåÀÌ ¾î¶² Ä«µå¿¡ Áö¿øµÇ´ÂÁö¸¦ ¾Ë¾Æº¸´Âµ¥ ¾ÆÁÖ µµ¿òÀÌ µÇ´Â ÀÚ·áÀÔ´Ï´Ù.
  • GL_ARB_imaging - Çȼ¿ ó¸® ±â´É¸ðÀ½.
  • [http]GL_ARB_transpose_matrix - ÀÏ¹Ý C ¹è¿­°ª(¸î¸î ¼öÇаè»ê¿ë ¿£ÁøÀ̳ª ¶óÀ̺귯¸®¿¡¼­ »ç¿ëÇÏ´Â ¹æ½Ä. float m[16]°°Àº ¹æ½Ä)À» GL ¹è¿­·Î Àû¿ëÇÒ ¼ö ÀÖµµ·Ï ÇØÁÝ´Ï´Ù.
  • GL_EXT_blend_subract - blend󸮽à »©±â¿¬»ê Ãß°¡.
  • GL_EXT_blend_color - blend󸮶§ ÁöÁ¤º¯¼ö´Â »ó¼ö »ö»ó°ªÀ¸·Î ¼³Á¤°¡´É.
  • GL_EXT_blend_minmax - ÃÖ´ë/ÃÖ¼Ò°ªÀ» ¼±ÅÃÇÏ´Â ¹æ½ÄÀ¸·Î blendó¸®.
  • GL_EXT_blend_func_separate - RGB¿Í ¾ËÆÄ°ªÀ» ÇÔ²² »ç¿ëÇØ¾ß¸¸ ÇÏ´Â ±âÁ¸ blendÇÔ¼ö¸¦ º°µµ ó¸®ÇÏ´Â °ÍÀ» Çã¿ëÇØÁÜ.
  • GL_EXT_paletted_texture - [http]¿øº» ÆÈ·¹Æ® ¹æ½ÄÀÇ ÅØ½ºÃĸ¦ »ç¿ëÇÒ ¼ö ÀÖ°Ô ÇÔ.
  • GL_EXT_shared_texture_palette - ¸ðµç ÆÈ·¹Æ® ¹æ½ÄÀÇ ÅØ½ºÃÄ¿¡ ÇϳªÀÇ ÆÈ·¹Æ®¸¦ °øÀ¯Çϵµ·Ï ÇØÁÜ.
  • GL_S3_s3tc - ÅØ½ºÃÄ ¾ÐÃà±â´ÉÁ¦°ø. ÄùÀÌÅ© 3¿¡¼­ »ç¿ë. S3¿Í nvidia¿¡¼­ Á¦°ø.
  • GL_EXT_point_parameters - [http]¿øº» Ä«¸Þ¶ó¿¡¼­ÀÇ °Å¸®¿¡ ±âÁØÇÏ¿© Æ÷ÀÎÆ® Å©±â¸¦ Á¶Àý. ÄùÀÌÅ©2¿¡¼­ ÆÄƼŬ¿¡ »ç¿ë.
  • [http]GL_EXT_packed_pixels - ÅØ½ºÃĸ¦ packó¸®µÈ Æ÷¸äÀ¸·Î ·ÎµùÇÏ°í ·£´õ¸µÇÏ´Â ±â´É.
  • GL_EXT_secondary_color - ¸í½ÃÀûÀ¸·Î Á¤Á¡´ç specular »ö»óÀû¿ë±â´É. ÀÌ È®ÀåÀ» »ç¿ëÇÏ¿© ÅØ½ºÃÄÀ§¿¡ specular ÇÏÀ̶óÀÌÆ®¸¦ Àû¿ëÇÒ ¼ö ÀÖ½À´Ï´Ù. (±¤¿øÀÌ Àû¿ëµÇ¸é ÀÌ È®ÀåÀº ¹«½ÃµË´Ï´Ù)
  • GL_EXT_separate_specular - ÅØ½ºÃÄÀ§¿¡¼­ specular ±¤¿ø ±â´ÉÀ» Ãß°¡ÇÏ´Â È®Àå.
  • GL_EXT_fog_coord - fog °Å¸®¸¦ Á¤Á¡¸¶´Ù Á¤ÀÇÇÒ ¼ö ÀÖµµ·Ï ÇÏ´Â ±â´É. º¼·ý fog È¿°ú¿¡¼­ »ç¿ë.
  • GL_EXT_texture_env_add (GL_ARB_texture_env_add) - (µÑ´Ù °°Àº ³»¿ëÀ» ´ã°í ÀÖ½À´Ï´Ù) ÅØ½ºÃÄ È¯°æ¸ðµå ¸î°¡Áö Ãß°¡. ÄùÀÌÅ© 3¿¡¼­ »ç¿ë.
  • GL_EXT_texture_env_combine - º¸´Ù À¶Å뼺ÀÖ´Â ÅØ½ºÃÄ È¯°æ Á¦¾î±â´É Á¦°ø. nvidia, ATI¿¡¼­ »ç¿ë°¡´É.
    • GL_NV_texture_env_combine4 - nvidiaÀü¿ë. º¸´Ù Ãß°¡µÈ ÅØ½ºÃÄ È¯°æ±â´É.
  • GL_EXT_texture_filter_anisotropic - °³¼±µÈ ÅØ½ºÃÄ ÇÊÅ͸µ ±â´É Á¦°ø. ¹Ó¸ÊÀ» »ç¿ëÇÏ¸é °¡ÆÄ¸¥ °¢µµ¿¡¼­ ÅØ½ºÃÄ Ç¥¸éÀ» ¹Ù¶óº¼¶§ ºí·¯¸µµÇ´Â °æÇâÀÌ Àִµ¥, À̰ÍÀ» °³¼±ÇÑ È®Àå.
  • GL_ARB_texture_cube_map - Å¥ºê ¸ÅÇÎ Áö¿ø. ȯ°æ ¸ÅÇÎ, ÇÏ´ÃÇ¥Çö, ¹üÇÁ¸ÅÇεîµî¿¡ Ȱ¿ë.
  • GL_EXT_texture3D - º¼·ý ÅØ½ºÃÄ Áö¿ø. 3Â÷¿ø ÅØ½ºÃÄ ÁÂÇ¥°è »ç¿ë.
  • GL_EXT_texture_lod_bias - ¹Ó¸ÊÀ» LOD ´Ü°è¿¡ µû¶ó Á¦¾îÇÏ´Â ±â´É. ÅØ½ºÃÄ ·£´õ¸µ ¼º´ÉÀ» °³¼±ÇØÁÖ¸ç, ÅØ½ºÃÄ ºí·¯¸µ È¿°ú¸¦ ¾òÀ» ¼ö ÀÖ½À´Ï´Ù(³Ê¹« ³¯Ä«·Ó°Ô º¸ÀÌ´Â °ÍÀ» ÁÙ¿©ÁÝ´Ï´Ù)
  • GL_EXT_stencil_wrap - ½ºÅÙ½Ç È¿°ú½Ã wrap Á¤µµ¸¦ Áõ°¨ÇÒ ¼ö ÀÖµµ·Ï ÇÕ´Ï´Ù.
  • GL_EXT_vertex_weighting - µÎ°³ÀÇ Çà·Ä°ª¿¡ ±âÃÊÇÏ¿© Á¤Á¡°ªÀ» ¼¯¾îÁÝ´Ï´Ù. °£´ÜÇÑÇüÅÂÀÇ "½ºÅ°´×"±¸ÇöÀ» Çϵå¿þ¾î °¡¼ÓÀ» ÅëÇÏ¿© ±¸Çö°¡´ÉÇÏ°Ô ÇØÁÝ´Ï´Ù.
  • GL_ARB_multitexture - [http]¿øº»
  • GL_ARB_vertex_buffer_object - Á¤Á¡ ¹öÆÛÀÇ °¡¼Ó±â´ÉÀ» °¢ º¥´õº° º°µµ·Î ±¸ÇöµÈ °ÍÀ» ÅëÇÕÇß±º¿ä. :)
  • [http]WGL_EXT_swap_interval - À©µµ¿ìÁî¿¡¼­ Ƽ¾î¸µÇö»óÀ» ÇÇÇϱâÀ§ÇØ »ç¿ë.

15 ¸µÅ© #

16 3D ¿£Áø #

16.1 ¼Ò±Ô¸ð ¶óÀ̺귯¸® #

17 ÀÚ·á #



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