The following is an example program
that allows you to read/write targa images. It also allows you to paint
green lines over the image. It may be used as a satisfactory completion
for assignment 2. LibTarga information is available here.
Look for Richard's tutorial
on how to build FlTk programs in the CS environment. (Richard was the TA
for 559/638 in the Fall of 1999)
He provided a sample program
(with all files) as well as a project that compiles
on of the standard FlTk demos.
I wrote a very small program
that aims to demonstrate how to do an FlTk callback. It is here.
It is one cpp file, and a dsw and a dsp file.
on OpenGL basics for this class has a few examples.
I have also added an example
of how to do animation with GL and FlTk that provides some support code
that might be useful in your projects.
I have made
a simple demonstration of drawing stuff in 3D with GL. Right now, the demo
shows hack shadows (as we will discuss in class) and provides a basic interface
for moving the camera around. It does not do lighting. Be warned: while
it gives basic methods for doing things, it doesn't necessarily do them
well. For example, the camera interface uses fixed axes and therefore suffers
from severe gimbal lock. Also, it doesn't do any fancy GL tricks to make
things look nice. If some GL wizard were to send me a nicer set of hacks
to make things look better, I would encorporate them (especially for nicer
- the basic driver
- some utility routines you may use too
- the code for those routines
Gl3D.dsw - a project file to build the program
- MyArcBall.H, MyArcBall.cpp
- a very simple implementation of an ArcBall, which is a much nicer
way to control the view than the "orbit" routine I had in
A brief explanation of the arcball is provided from Graphics
Gems IV. Be warned: arcballs use Quaternions (a representation for
rotations) that we haven't discussed in class. Also my implementation
strips away all of the fancy arcball features.
Mark (the 559 TA from fall 2000)
has also provided a sample solution to Program 4. It provides a similar,
but different interface than mine:
Mark Pingel's demo 3DGL
(Mark was the 559 TA for Fall 2000)
This is a sample skeleton Driver
for Project 1 of 2000. It should give you some ideas as to how to build
your main loop. Warning: this is for the year 2000 version of the project.
This is a tool designed to make
things a little easier to use textures in opengl. You can use it in place
of glBindTexture. Instead of taking a number that is a "texture name,"
you pass it a string that is the name of a TGA file (without the .tga extension).
If the image hasn't been loaded for you, it will get loaded in.
Note: this uses libtarga.
for project 3 from the Fall of 2000.