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OpenSceneGraph Quick Start Guide vi applies an image to geometry,but you need not know the specifics of how the graphics hardware accomplishes this. Some linear algebra experience is helpful.You should know that 3D locations are treated as vectors,and that graphics systems transform vectors by matrices as part of the rendering process.You should know that matrix concatenation combines transformations. Recommended Reading If you are a little rusty in any of the above areas,you might find the following list of recommend reading material useful. OpenGL Progrumming Guide,Fifth Edition,by OpenGL ARB,Dave Shreiner, Mason Woo,Jackie Neider and Tom Davis (Addison-Wesley)[ARBO5] Geometric Tools for Computer Gruphics,by Philip Schneider and David H.Eberly Morgan Kaufmann)). Real-Time Rendering,Second Edition,by Tomas Akenine-Moller and Eric Haines (AK Peters). Computer Grapbics,Principles and Practice,Second Edition,by James D.Foley,Andries van Dam,Steven K.Feiner,and John F.Hughes (Addison-Wesley). The C++Programming Language,Third Edition,by Bjarne Stroustrup (Addison- Wesley). Organization of the Book The OpenSceneGraph Ouice Start Guide is composed of three main chapters and an appendix. Chapter 1,An Overview of Scene Graphs and OpenSceneGraph,opens with a brief history of OSG's origins,followed by instructions for obtaining and installing OSG and how to use some examples and applications included in the OSG distribution.The chapter includes an introduction to the concept of a scene graph,followed by an overview of OSG and its organization. In Chapter 2,Building a Scene Graph,you'll get your hands dirty assembling OSG data structures for storing and rendering geometry.Core OSG fundamentals,such as referenced pointers,scene graph nodes,drawable geometry,and state (including texture mapping and lighting)are described.This chapter also describes the osg Text node kit for quickly adding text to your scene,as well as file I/O for accessing stored scene graph data and images.You'll leave the chapter with a firm grasp of how to use OSG to build a scene graph that displays a variety of geometry. In Chapter 3,Using OpenSceneGraph in Your Application,you'll learn to do just that. The final chapter describes rendering,positioning and orienting the viewpoint,and animating and dynamically modifying your scene graph.OpenSceneGraph Quick Start Guide vii applies an image to geometry, but you need not know the specifics of how the graphics hardware accomplishes this. Some linear algebra experience is helpful. You should know that 3D locations are treated as vectors, and that graphics systems transform vectors by matrices as part of the rendering process. You should know that matrix concatenation combines transformations. Recommended Reading If you are a little rusty in any of the above areas, you might find the following list of recommend reading material useful. • OpenGL® Programming Guide, Fifth Edition, by OpenGL ARB, Dave Shreiner, Mason Woo, Jackie Neider and Tom Davis (Addison-Wesley) [ARB05] • Geometric Tools for Computer Graphics, by Philip Schneider and David H. Eberly (Morgan Kaufmann). • Real-Time Rendering, Second Edition, by Tomas Akenine-Moller and Eric Haines (AK Peters). • Computer Graphics, Principles and Practice, Second Edition, by James D. Foley, Andries van Dam, Steven K. Feiner, and John F. Hughes (Addison-Wesley). • The C++ Programming Language, Third Edition, by Bjarne Stroustrup (Addison￾Wesley). Organization of the Book The OpenSceneGraph Quick Start Guide is composed of three main chapters and an appendix. Chapter 1, An Overview of Scene Graphs and OpenSceneGraph, opens with a brief history of OSG’s origins, followed by instructions for obtaining and installing OSG and how to use some examples and applications included in the OSG distribution. The chapter includes an introduction to the concept of a scene graph, followed by an overview of OSG and its organization. In Chapter 2, Building a Scene Graph, you’ll get your hands dirty assembling OSG data structures for storing and rendering geometry. Core OSG fundamentals, such as referenced pointers, scene graph nodes, drawable geometry, and state (including texture mapping and lighting) are described. This chapter also describes the osgText node kit for quickly adding text to your scene, as well as file I/O for accessing stored scene graph data and images. You’ll leave the chapter with a firm grasp of how to use OSG to build a scene graph that displays a variety of geometry. In Chapter 3, Using OpenSceneGraph in Your Application, you’ll learn to do just that. The final chapter describes rendering, positioning and orienting the viewpoint, and animating and dynamically modifying your scene graph
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