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OpenGL Game Development By Example

You're reading from   OpenGL Game Development By Example Design and code your own 2D and 3D games efficiently using OpenGL and C++

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Product type Paperback
Published in Mar 2016
Publisher
ISBN-13 9781783288199
Length 340 pages
Edition 1st Edition
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Authors (2):
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Robert Madsen Robert Madsen
Author Profile Icon Robert Madsen
Robert Madsen
Stephen Madsen Stephen Madsen
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Stephen Madsen
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Table of Contents (14) Chapters Close

Summary

This chapter has covered the core concepts that are required to display images on your screen. We started by discussing the OpenGL coordinate system for a 2D game. The coordinate system allows you to place objects on the screen. This was followed by a discussion about the camera, OpenGL's way of viewing objects that appear on your screen.

Next, you learned how triangles and quads are used to create simple graphics, and how textures can be applied to these primitives to render 2D images to the screen.

You could finally see an image on your screen that has been rendered by OpenGL. As they say, a picture is worth a thousand lines of code!

In the next chapter, you will learn how to turn your still photography into moving pictures through the wonder of animation!

You have been reading a chapter from
OpenGL Game Development By Example
Published in: Mar 2016
Publisher:
ISBN-13: 9781783288199
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