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By Nik Lever
The language is easy and direct. Nik particularly touches the topic extensive and retains the maths uncomplicated. The pattern code can be very necessary. i discovered quite effortless to change for my customized functions. The publication has been instructing me much. i have been even studying approximately GL and MFC together with his publication. if you would like to profit approximately personality animation, Nik's e-book needs to be in your assortment! awaiting the following one.
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Additional info for Real-time 3D Character Animation with Visual C++
Sample text
Ball A is red, B is blue and C is green. If the master palette has about 80 levels of red, green and blue, then 240 slots in the palette have been used. Now in comes a purple, yellow and orange cube. Somehow, this has to be displayed using the remaining 16 colours; the results, while acceptable on desktop computer platforms 10 years ago, simply do not cut it by today’s standards. Another type of display uses 16 bits for the colour value of each pixel. This gives just 32 levels of red, 32 levels of green and 32 levels of blue.
A 32-bit pixel needs 4 bytes for each pixel, hence the x value needs to be multiplied by 4. Having calculated the offset from the start of the bitmap in memory, all that remains is to add this to the start of the bitmap ‘bits’ memory to return the memory location of the pixel (x, y). 19 Real-time 3D Character Animation with Visual C++ 20 Drawing points and polygons the hard way Here, xs and ys are the x, y values of the starting point for the line. If xs is less than 0, then cs is given the value 1 shifted three places to the left, which is 8.
1 GLUT Example program. glutKeyboardFunc(keyboard); glutMouseFunc(mouse); glutMotionFunc(motion); init(); glutMainLoop(); } The declarations for each of these functions, along with a description of the use of the function, are outlined below: ᭹ void glutInitDisplayMode(unsigned int mode) This specifies a display mode such as RGB or RGBA. The argument ‘mode’ is a bitwise Or-ed combination of the display colour depth, whether single or double buffering and the additional buffers required. When animation is used it is best if the display is created off-screen and then flipped to the foreground when all drawing is complete.