OpenSceneGraph 3 Cookbook Table of Contents


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

  • 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
    • 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
      • 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
        • 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
          • 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
            • 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
              • 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
                • 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
                  • 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
                    • 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/default/files/downloads/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

                      Book backreference: 
                      Awards Voting Nominations Previous Winners
                      Judges Open Source CMS Hall Of Fame CMS Most Promising Open Source Project Open Source E-Commerce Applications Open Source JavaScript Library Open Source Graphics Software
                      Resources
                      Open Source CMS Hall Of Fame CMS Most Promising Open Source Project Open Source E-Commerce Applications Open Source JavaScript Library Open Source Graphics Software
                      Sort A-Z