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OpenSceneGraph Cookbook代码网站

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发表于 2012-3-12 10:10:53 | 显示全部楼层 |阅读模式
《OpenSceneGraph 3.0 Cookbook》一书将于三月内由Packt Publishing出版,作者仍然为本人(王锐)和钱学雷博士。本书依然全部使用英语写作,旨在通过100个各有特色的例子提高OSG学习者的开发水平。本书预定和购买网址为:
http://www.packtpub.com/openscen ... g-api-cookbook/book

全部随书代码已经获得许可公开,代码仓库网站为:
https://github.com/xarray/osgRecipes

欢迎大家指正!

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发表于 2012-3-13 15:01:48 | 显示全部楼层

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发表于 2012-3-13 22:00:09 | 显示全部楼层
array真不错

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发表于 2012-3-22 11:13:15 | 显示全部楼层
本帖最后由 CWorld 于 2012-3-22 11:14 编辑

     锐哥真是造福osg社区,仔细看了看比上次的<<osg3.0 for Beginner>>便宜了,按照汇率算下 ebook £13.59 ,性价比好了。
     已经都工作了,这次决定下下血本,支持锐哥购买正版。

我来帮忙贴贴目录

Table of Contents

Preface
Chapter 1: Customizing OpenSceneGraph
Chapter 2: Designing the Scene Graph
Chapter 3: Editing Geometry Models
Chapter 4: Manipulating the View
Chapter 5: Animating Everything
Chapter 6: Designing Creative Effects
Chapter 7: Visualizing the World
Chapter 8: Managing Massive Amounts of Data
Chapter 9: Integrating with GUI
Chapter 10: Miscellaneous Discussion in Depth
Index
Preface
Up
Chapter 1: Customizing OpenSceneGraph
Introduction
Checking out the latest version of OSG
Configuring CMake options
Building common plugins
Compiling and packaging OSG on different platforms
Compiling and using OSG on mobile devices
Compiling and using dynamic and static libraries
Generating the API documentation
Creating your own project using CMake
Up
Chapter 2: Designing the Scene Graph
Introduction
Using smart and observer pointers
Sharing and cloning objects
Computing the world bounding box of any node
Creating a running car
Mirroring the scene graph
Designing a breadth-first node visitor
Implementing a background image node
Making your node always face the screen
Using draw callbacks to execute NVIDIA Cg functions
Implementing a compass node
Up
Chapter 3: Editing Geometry Models
Introduction
Creating a polygon with borderlines
Extruding a 2D shape to 3D
Drawing a NURBS surface
Drawing a dynamic clock on the screen
Drawing a ribbon following a model
Selecting and highlighting a model
Selecting a triangle face of the model
Selecting a point on the model
Using vertex-displacement mapping in shaders
Using the draw instanced extension
Up
Chapter 4: Manipulating the View
Introduction
Setting up views on multiple screens
Using slave cameras to simulate a power-wall
Using depth partition to display huge scenes
Implementing the radar map
Showing the top, front, and side views of a model
Manipulating the top, front, and side views
Following a moving model
Using manipulators to follow models
Designing a 2D camera manipulator
Manipulating the view with joysticks
Up
Chapter 5: Animating Everything
Introduction
Opening and closing doors
Playing a movie in the 3D world
Designing scrolling text
Implementing morph geometry
Fading in and out
Animating a flight on fire
Dynamically lighting within shaders
Creating a simple Galaxian game
Building a skeleton system
Skinning a customized mesh
Letting the physics engine be
Up
Chapter 6: Designing Creative Effects
Introduction
Using the bump mapping technique
Simulating the view-dependent shadow
Implementing transparency with multiple passes
Reading and displaying the depth buffer
Implementing the night vision effect
Implementing the depth-of-field effect
Designing a skybox with the cube map
Creating a simple water effect
Creating a piece of cloud
Customizing the state attribute
Up
Chapter 7: Visualizing the World
Introduction
Preparing the VirtualPlanetBuilder (VPB) tool
Generating a small terrain database
Generating terrain database on the earth
Working with multiple imagery and elevation data
Patching an existing terrain database with newer data
Building NVTT support for device-independent generation
Using SSH to implement cluster generation
Loading and rendering terrain from the Internet
Up
Chapter 8: Managing Massive Amounts of Data
Introduction
Merging geometry data
Compressing texture
Sharing scene objects
Configuring the database pager
Designing a simple culling strategy
Using occlusion query to cull objects
Managing scene objects with an octree algorithm
Rendering point cloud data with draw instancing
Speeding up the scene intersections
Up
Chapter 9: Integrating with GUI
Introduction
Integrating OSG with Qt
Starting rendering loops in separate threads
Embedding Qt widgets into the scene
Embedding CEGUI elements into the scene
Using the osgWidget library
Using OSG components in GLUT
Running OSG examples on Android
Embedding OSG into web browsers
Designing the command buffer mechanism
Up
Chapter 10: Miscellaneous Discussion in Depth
This chapter is not present in the book but is available as a free download at the following link: http://www.packtpub.com/sites/de ... 6884_Chapter10.pdf.
Introduction
Playing with the Delaunay triangulator
Understanding and using the pseudo loaders
Managing customized data with the metadata system
Designing customized serializers
Reflecting classes with serializers
Taking a photo of the scene
Designing customized intersectors
Implementing the depth peeling method
Using OSG in C# applications
Using osgSwig for language binding
Contributing your code to OSG
Playing with osgEarth: another way to visualize the world
Use osgEarth to display a VPB-generated database
Up

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发表于 2012-3-25 21:31:30 | 显示全部楼层
这个真的该顶。

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发表于 2012-7-10 10:04:04 | 显示全部楼层
顶一个,就是英文版的,我看着有些吃力。

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发表于 2012-7-10 14:00:50 | 显示全部楼层
英语阅读能力还没那么强啊

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发表于 2012-8-14 20:18:09 | 显示全部楼层
求一个楼主书的第十章。谢谢!

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发表于 2012-10-20 23:06:39 | 显示全部楼层
源代码怎么下啊

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发表于 2012-10-20 23:06:45 | 显示全部楼层
源代码怎么下啊

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发表于 2012-10-22 08:46:58 | 显示全部楼层
joysong1004 发表于 2012-10-20 23:06
源代码怎么下啊

git自己签出

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发表于 2012-10-22 08:50:00 | 显示全部楼层

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发表于 2013-5-12 21:46:23 | 显示全部楼层
锐哥这书真买518元啊???

亚马逊的书

亚马逊的书

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 楼主| 发表于 2013-5-13 09:40:16 | 显示全部楼层
钱又落不到我手里,管我什么事。。。
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