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Beaverbutt8

Lighting

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Hey guys, Anyone know how to do a wee bit o' lighting in OpenGL? How do i make it, and how can i control the color, brightness and position of it? Another question is, as i asked before, how do i undraw an object, namely, a loaded 3ds file? There are a few other things too I would like to learn .3ds skeletal animation particles shading sound And, i almost forgot, how can i make an OpenGL scene into a screensaver? Thanks :D Mike

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The Red Book would probably be a good place to start; there are probably other comparable references as well. You might also try Nehe.

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It's a magical book sent down by the gods to help all the people trying to learn OpenGL.=D

http://www.amazon.com/gp/product/0321173481/103-7574752-9235829?v=glance&n=283155&n=507846&s=books&v=glance

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In addition to the red book, you should really keep working on the nehe tutorials - they're great and explain things well... recently you've asked about moving the camera, multiple camera views, loading models, unloading models (which by the way is in the same tutorial as the loading models one that you were pointed to at nehe when that question was asked... to sumarize: redraw the screen, but without that 1 model). All of your questions are not only covered at nehe, but have an entire tutorial devoted to each one, which most likely gives you more info and a better understanding than the average response you'll get on a forum.

If you don't like those tutorials for one reason or another that's fine - but it seems like every time they're suggested to you you end up getting your answer and, it appears, liking the tutorial.

nehe tutorial on lighting (tut 7): http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=07
loading/drawing/unloading models (tut 31): http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=31

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Oh yeah, i forgot that NeHe has all of those great tutorials. I don't really go there very often ( BIG MISTAKE ). I'll look into it :)



Thanks :D

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The openGL SuperBible is also regarded by many as a good book. It teaches you the fundamentals of OpenGL programming and has more practical examples, while the Red Book just gives a generic overview of the functions. If making games and other real-time apps is your thing, this book may be more of your bag than the Red Book. Not to say the Red Book is bad, though.

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