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1. |
Record Nr. |
UNISA996389267303316 |
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Autore |
Marshall Stephen <1594?-1655.> |
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Titolo |
Threnōdia [[electronic resource] ] : The churches lamentation for the good man's losse: delivered in a sermon to the right honorable the two Houses of Parliament and the Reverend Assembly of Divines at the funerall [sic] of that excellent man John Pym Esquire, late a member of the Honorable House of Commons. / / Preached in the Abbey-church of Westminster by Stephen Marshall, B.D. Minister of Gods word at Finching-field in Essex |
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Pubbl/distr/stampa |
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Printed at London, : For Stephen Bowtell and are to bee [sic] sold at his shop at the Sign of the Bible in Popes-head-alley, 1644 |
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Descrizione fisica |
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Soggetti |
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Funeral sermons - England |
Sermons, English |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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"Published by order of the House of Commons." |
Portrait of John Pym on frontispiece. |
Title within ornamental border, headpieces, tailpiece, initials, marginal notes. |
Reproduction of original in: Corpus Christi College (University of Oxford). Library. |
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Sommario/riassunto |
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2. |
Record Nr. |
UNINA9910785402803321 |
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Autore |
Wang Rui (Software engineer) |
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Titolo |
OpenSceneGraph 3.0 [[electronic resource] ] : beginner's guide : create high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines / / Rui Wang, Xuelei Qian |
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Pubbl/distr/stampa |
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Birmingham, U.K., : Packt Open Source, 2010 |
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ISBN |
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1-282-94775-3 |
9786612947759 |
1-84951-283-3 |
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Edizione |
[1st edition] |
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Descrizione fisica |
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1 online resource (412 p.) |
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Altri autori (Persone) |
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Disciplina |
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Soggetti |
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Application program interfaces (Computer software) |
Virtual reality - Computer programs |
Three-dimensional display systems |
Computer graphics |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Nota di contenuto |
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Cover; Copyright; Credits; Foreword; About the Authors; About the Reviewers; Table of Contents; Preface; Chapter 1: The Journey into OpenSceneGraph; A quick overview of rendering middleware; Scene graphs; The Birth and development of OSG; Components; Why OSG?; Who uses OSG?; Have a quick taste; Time for action - say ""Hello World"" OSG style; Live in community; Summary; Chapter 2: Compilation and Installation of OpenSceneGraph; System requirements; Using the installer; Time for action - installing OSG; Running utilities; Time for action - playing with osgviewer; Using the project wizard |
Time for action - creating your solution with one clickPrebuilts making trouble?; Cross-platform building; Starting CMake; Time for action - running CMake in GUI mode; Setting up options; Generating packages using Visual Studio; Time for action - building with a Visual Studio solution; Generating packages using gcc; Time for action - building with a UNIX makefile; Configuring environment variables; Summary; |
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Chapter 3: Creating Your First OSG Program; Constructing your own projects; Time for action - building applications with CMake; Using a root node |
Time for action - improving the ""Hello World"" exampleUnderstanding memory management; ref_ptr and Referenced classes; Collecting garbage: why and how; Tracing the managed entities; Time for action - monitoring counted objects; Parsing command-line arguments; Time for action - reading the model filename from the; command line; Tracing with the notifier; Redirecting the notifier; Time for action - saving the log file; Summary; Chapter 4: Building Geometry Models; How OpenGL draws objects; Geode and Drawable classes; Rendering basic shapes; Time for action - quickly creating simple objects |
Storing array dataVertices and vertex attributes; Specifying drawing types; Time for action - drawing a colored quad; Indexing primitives; Time for action - drawing an octahedron; Using polygonal techniques; Time for action - tessellating a polygon; Rereading geometry attributes; Customizing a primitive functor; Time for action - collecting triangle faces; Implementing your own drawables; Using OpenGL drawing calls; Time for action - creating the famous OpenGL teapot; Summary; Chapter 5: Managing Scene Graph; The Group interface; Managing parent nodes |
Time for action - adding models to the scene graphTraversing the scene graph; Transformation nodes; Understanding the matrix; The MatrixTransform class; Time for action - performing translations of child nodes; Switch nodes; Time for action - switching between the normal and; damaged Cessna; Level-of-detail nodes; Time for action - constructing a LOD Cessna; Proxy and paging nodes; Time for action - loading a model at runtime; Customizing your own NodeKits; Time for action - animating the switch node; The visitor design pattern; Visiting scene graph structures |
Time for action - analyzing the Cessna structure |
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Sommario/riassunto |
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Create high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines. |
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