as the title explains; I’m after a decent tutorial or a book on JOGL (Java binding for OpenGL). Can anyone recommend one? Obviously, a free, online tutorial. Java binding for OpenGL (JOGL) is an open source library for binding OpenGL All the content and graphics published in this e-book are the property of. just got a link to this free ebook: Foundations of 3D Graphics Programming: Using JOGL and Java3D. Author(s): Jim X. Chen, Chunyang Chen.
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In reply to this post by LordSmoke Thanks once again for the helpful feedback. However, you should have a look at Jzy3D if you want to draw plots.
JOGL Books/Resources (Game Development forum at Coderanch)
First of all, thanks to everyone who has been so helpful and responsive in the past week or so in getting me up and running. Is this shader-based stuff what I need to learn? I want to plot multivariate data with different symbols, axes, titles, legend, with user rotate, translate, and zoom. Comprehensive Tutorial jolg Reference 5th Edition. Julien Gouesse Personal blog Website.
In my case, I’m boo, comfortable with fixed function pipeline, I rarely use shaders. Search everywhere only in this topic. It probably takes lines of code to put a single triangle on screen. Free forum by Nabble. Here is what I looked at so far: Then again, java3d seemed to serve my purposes just mogl.
Yes, once I have my footing and start to write my own routines, I seldom refer to a book – google is my friend.
I’m going to try a different approach of factoring repeated code out into functions instead of objects, to see if that makes the OpenGL parts clearer. Thanks once again for the helpful feedback. How is a newb to filter all of this? Lol we will worry about the paradigms for you if you use Java3D. I also want to plot texture-mapped surfaces of, say, brains, lungs, faces, and animate those a bit – respiring lungs, growing brains.
I understand your position, especially the last aspect. There are currently no scenegraph supporting both the backward compatible profile and the forward compatible profile.
jogl – Book recommendations?
Gets some recommendations here in the past year. Looking into it today, I think I really don’t care at all about shaders. My needs are rather simple. Since I am starting from zero, I’d like to not be confused by deprecated approaches. So, I could stick with that and let it worry about underlying paradigms, but I am thinking removing one less package dependency should be desirable. I should only have to rewrite those, if necessary, but I would rather get off on the right foot.
In reply to this post by LordSmoke. I think this is part of why it’s hard to teach shader-based OpenGL effectively; in the process of building up a program, it’s very hard not to factor stuff out into new wrapper objects, and once you do, it’s hard to teach with those. This book contains bopk lot of useful info, but I jogk the same thing — the author builds up a set of wrapper objects that make it hard to see the OpenGL clearly.
Of course, I abstract my stuff so the data plotting layer calls isolated, underlying procedures plotSymbol symbolType, location that jovl the details. Actually, if you want your application to be largely supported, you will have to be comfortable both with the fixed function pipeline and the programmable pipeline.
But, hey, I might go wild and let the user pick a point and see ancillary information about it. But I’m a bit old school and think a hefty processed paper product is better to curl up with to assimilate the big picture. I am picky about such things, but more lifelike, fog-shrouded, chrome teapots are not uogl my todo list.
There is a new RedBook coming out in July that might address the criticisms of the current version confounding programming modelsbut I have a project on which I need to start much sooner. The main problems will be the real drop of the fixed function jolg, i. With respect to learning, I am worried about this statement in kogl of the threads: We are at an important time in the history of computer graphics. However, like the online tutorials, actual books on learning OpenGL are all over the place – publications spanning more than ten years, and more recent, supposedly up-to-date, offerings criticized for a poor blending of old and new programming models.