Re: Book recommendations?
Posted by LordSmoke on Mar 13, 2012; 9:07pm
URL: https://forum.jogamp.org/Book-recommendations-tp3822213p3823550.html
Thanks once again for the helpful feedback.
Looking into it today, I think I really don't care at all about shaders. My needs are rather simple. I want to plot multivariate data with different symbols, axes, titles, legend, with user rotate, translate, and zoom. I also want to plot texture-mapped surfaces of, say, brains, lungs, faces, and animate those a bit - respiring lungs, growing brains. I am picky about such things, but more lifelike, fog-shrouded, chrome teapots are not on my todo list. But, hey, I might go wild and let the user pick a point and see ancillary information about it. =8o
I am confident I can understand:
public void render( GL2 gl2, int width, int height ) {
gl2.glClear( GL.GL_COLOR_BUFFER_BIT );
// draw a triangle filling the window
gl2.glLoadIdentity();
gl2.glBegin( GL.GL_TRIANGLES );
gl2.glColor3f( 1, 0, 0 );
gl2.glVertex2f( width/2+c1*width/2, height/2+s1*height/2 );
gl2.glColor3f( 0, 1, 0 );
gl2.glVertex2f( width, 0 );
gl2.glColor3f( 0, 0, 1 );
gl2.glVertex2f( width / 2, height );
gl2.glEnd();
}
What I don't know is if the above has anything to do with the new programmable pipeline and I should learn a different way to do things. Of course, I abstract my stuff so the data plotting layer calls isolated, underlying procedures (plotSymbol(symbolType, location)) that handle the details. I should only have to rewrite those, if necessary, but I would rather get off on the right foot.
Then again, java3d seemed to serve my purposes just fine. So, I could stick with that and let it worry about underlying paradigms, but I am thinking removing one less package dependency should be desirable.
Yes, once I have my footing and start to write my own routines, I seldom refer to a book - google is my friend. But I'm a bit old school and think a hefty processed paper product is better to curl up with to assimilate the big picture. :)
Again, thanks.