Requires LWJGL version 2 and Java JRE 1.4_1 or higher. For excellent tutorials on OpenGL go to Nehe at or Nate Robbins tutorials. ![]() Although they illustrate aspects of OpenGL they are not meant to be OpenGL tutorials. Reusable code for programmers learning the LWJGL OpenGL Java binding. ![]() These demos are meant to provide practical GLApp has been extended with additional classes that provide advanced features such as: cameras, dynamic fonts, and shadows. Some of the features provided by GLApp: initialize and run the application, handle timing, load images, convert pixel formats, create textures, lights and materials, load OBJ and 3DS models, render text, save screenhots, stencil buffer operations, create custom cursors, and more. Most of the code in GLApp can be easily cut-n-pasted to other programs. GLApp is intended for programmers that are new to OpenGL and want to get results quickly without having to learn a heavy code framework or game library. ![]() The demos are built on the GLApp foundation class, that provides easy access to OpenGL through a light, thin layer of clearly commented code. These applications demonstrate basic features of OpenGL, using the LWJGL Java/OpenGL binding.
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