Part II. Application Programming
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Application Programming
Table of Contents
4. Writing Applications
Application Review
Basic Application Information
Draw Manager-Specific Application Classes
Getting Input
How to Get Input
Where to Get Input
Tutorial: Getting Input
OpenGL Applications
Clearing the Color and Depth Buffers
OpenGL Drawing: vrj::GlApp::draw()
Tutorial: Drawing a Cube with OpenGL
Context-Specific Data
Using Context-Specific Data
Context-Specific Data Details
Tutorial: Drawing a Cube using OpenGL Display Lists
OpenGL Performer Applications
Scene Graph Initialization: vrj::PfApp::initScene()
Scene Graph Access: vrj::PfApp::getScene()
Tutorial: Loading a Model with OpenGL Performer
Other vrj::PfApp Methods
OpenSG Applications
Scene Graph Initialization: vrj::OpenSGApp::initScene()
Scene Graph Access: vrj::OpenSGApp::getSceneRoot()
Tutorial: Loading a Model with OpenSG
VTK Applications
5. Porting to VR Juggler from the CAVElib
The Initialize, Draw, and Frame Routines
In CAVElib
In VR Juggler
Getting Input from Devices
In CAVElib
In VR Juggler
Configuration
In CAVElib
In VR Juggler
Important Notes
Shared Memory
OpenGL Context-Specific Data
Source Code
The Form of a Basic CAVElib Program
The Form of a Basic VR Juggler Program
6. Porting to VR Juggler from GLUT
Window Creation and Management
The Initialize, Draw, and Frame Routines
In GLUT
In VR Juggler
Getting Input from Devices
In GLUT
In VR Juggler
Configuration
In GLUT
In VR Juggler
Important Notes
Shared Memory
OpenGL Context-Specific Data
Source Code
The Form of a Basic GLUT Program
The Form of a Basic VR Juggler Program