Opengl programming for mac os x
The Mac makes OpenGL development efficient and fun. Though the development tools and environment are powerful and helpful, there are still many under-documented corners of OpenGL on the Mac. A developer must choose among several development languages, UI toolkits, window managers, additional Mac APIs such as Quicktime and Core Image, and ensure that their software runs well on a variety of target Mac platforms.
All this combined together can make OpenGL on the Mac a challenging task for even developers who have been writing OpenGL applications on other platforms for years. This book was therefore put together with an eye towards simplifying and clarifying the ways in which OpenGL on the Mac can be used.
It is our hope that by codifying all the information available about OpenGL on the Mac in one place and presenting each interface with clarity and depth that developers will have a one-stop reference for all things OpenGL on the Mac. Who Should Read This Book? For those new to OpenGL on the Mac, either existing Mac developers or those coming from other platforms, we provide advice on cross-platform issues, portable interfaces, and ideas about choosing native interfaces for the Mac. Existing Mac developers will find a single-source reference guide to all OpenGL interfaces on the Mac.
- Authors | OpenGL Programming on Mac OS X?
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Organization This text is intended to be useful as both a programming guide and a reference manual. The text contains several chapters focused on OpenGL on the Mac and others to cover related graphics information. Further, a few appendices are included to cover supplemental information in detail. The chapters are organized as follows:. Architecture describes the hardware and software architectures of the Mac.
This chapter also presents an introduction to performance considerations as they relate to architecture. Those new to OpenGL on the Mac should begin here. These chapters form the core of this book. This chapter describes how to incoporate video in an application with QuickTime, perform image effects on textures or scenes with CoreImage, and how to process CoreVideo data in an application.
How to Use This Document
The OpenGL client-server model abstracts hardware details and guarantees consistent presentation on any compliant hardware and software configuration. Applications can harness the considerable power of the graphics hardware to improve rendering speeds and quality. Industry acceptance. The specification for OpenGL is controlled by the Khronos Group, an industry consortium whose members include many of the major companies in the computer graphics industry, including Apple.
- Tutorial 1 : Opening a window?
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OpenGL provides functions your application uses to generate 2D or 3D images. Your application presents the rendered images to the screen or copies them back to its own memory. The OpenGL specification does not provide a windowing layer of its own. Your application creates an OS X OpenGL rendering context and attaches a rendering target to it known as a drawable object.
The drawable object is the final destination for OpenGL drawing commands and is typically associated with a Cocoa window or view. Depending on whether your application intends to draw OpenGL content to a window, to draw to the entire screen, or to perform offscreen image processing, it takes different steps to create the rendering context and associate it with a drawable object. Macs support different types of graphics processors, each with different rendering capabilities, supporting versions of OpenGL from 1.
When creating a rendering context, your application can accept a broad range of renderers or it can restrict itself to devices with specific capabilities.
OpenGL Programming on Mac OS X - R. Kuehne, J. Sullivan - Librairie Eyrolles
Once you have a context, you can configure how that context executes OpenGL commands. OpenGL on the Mac is not only a heterogenous environment, but it is also a dynamic environment. Users can add or remove displays, or take a laptop running on battery power and plug it into a wall. When the graphics environment on the Mac changes, the renderer associated with the context may change.
Tutorial 1 : Opening a window
Your application must handle these changes and adjust how it uses OpenGL. Graphics processors are massively parallelized devices optimized for graphics operations. To access that computing power adds additional overhead because data must move from your application to the GPU over slower internal buses. Accessing the same data simultaneously from both your application and OpenGL is usually restricted.
To get great performance in your application, you must carefully design your application to feed data and commands to OpenGL so that the graphics hardware runs in parallel with your application.