AncaA's tech journal

Archive for the ‘OpenGL ES’ Category

02 Jan, 2009

Useful tutorials for starting OpenGL development

Posted by: Anca Alimanescu In: OpenGL| OpenGL ES

Some very useful tutorials and demos that I’ve found about implementing OpenGL:

Nehe Tutorials
Zeus Tutorials
Public API Implementations
OpenGL ES Implementations
Glut
Glut ES
GlUT Windows Libraries
GLUT on Windows

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Today I wanted to test a little how the hardware acceleration is working in rendering 3D OpenGl ES applications on the Nokia N95. In order to do this I downloaded a sample 3D engine from the Nokia website.In order to run it on the emulator, I used Carbide VS 2005. The steps I followed were:
1. [...]

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20 Feb, 2008

Chasing the 3D hardware acceleration on mobile devices

Posted by: Anca Alimanescu In: Mobile Dev| OpenGL ES

As seen until now after finished with the basics of building a 3D application on the Windows Mobile platform, I started to notice the advantages and disadvantages on using OpenGL Es on Windows Mobile. The available free implementations of OpenGL ES that I could find for Windows Mobile were only SW implementations and made [...]

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12 Feb, 2008

3D Mobile Rendering Using OpenGL ES presentation

Posted by: Anca Alimanescu In: Mobile Dev| OpenGL ES

For the PDF version click here.Soon I will add also the source code for the application I developed and give some hints about usefull tutorials!

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17 Jan, 2008

Bitmapped fonts

Posted by: Anca Alimanescu In: OpenGL ES

Due to the fact that OpenGL ES does not provide any kind of fonts, we need think a way to create the characters and display them efficiently. In order to use fonts in OpenGL ES, we will use a widely used technique called: bitmapped fonts. That is, we store into a texture all characters of [...]

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17 Jan, 2008

Texture Loader

Posted by: Anca Alimanescu In: OpenGL ES

In order to load a texture we will use the following function : bool LoadTexture(const char *fileName, GLuint *id)This function will receive a texture filename and a pointer to a texture identifier. This identifier will be initialized from inside the function (if proceed). It will return true if the [...]

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17 Jan, 2008

OBJ File Loader for OpenGL

Posted by: Anca Alimanescu In: OpenGL| OpenGL ES

In the followings a simple Obj File Loader using OpenGL ES will be described. For that, I used a structure to describe the mesh object:typedef struct _ObjMesh { ObjVertex *m_aVertexArray; ObjNormal *m_aNormalArray; ObjTexCoord *m_aTexCoordArray; ObjFace *m_aFaces;
unsigned long int *m_aIndices; unsigned long int m_iNumberOfVertices,
[...]

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17 Jan, 2008

OBJ File Format & OBJ File Loader

Posted by: Anca Alimanescu In: OpenGL| OpenGL ES

The OBJ file format is a text file format, which means you can edit OBJ files in a text editor if you are hard-core. Unfortunately, the original specification didn’t seem to state what the end of line character should be, so some tools use carriage-returns and some use linefeeds. You may have to convert the [...]

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15 Jan, 2008

3D Tree on the Pocket PC

Posted by: Anca Alimanescu In: Mobile Dev| OpenGL ES

 I loaded the tree using a mesh from a file and used OpenGL to render it. Soon I will put also some code samples used for loading the file and using OpenGL Es. Also I will add some performance statistics related to the execution of a 3D application using OpenGL.

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In order to start the development of an Open GL ES application for the Pocket PC we will need the following:
1.An OpenGL ES implementation(Vincent Mobile 3D Rendering Library,Hybrid’s “Rasteroid” Implementation etc.) 2.Visual Studio 2005 Standard Edition(at least) as it contains the emulator and template projects for mobile development. 3.Pocket PC 2003 SDK.
In the following I [...]

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Software entropy

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2. When a program is modified, its complexity will increase, provided that one does not actively work against this.

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