By Telea A.
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Extra resources for Data visualization. Principles and practice
OpenGL viewport transform from view area on the view plane to a screen area. make objects further away from the view plane appear smaller (an eﬀect also called foreshortening), are also supported by OpenGL, by using the gluOrtho2D function gluOrtho2D ( xlef t , xright , ybottom , ytop ) The values xlef t , xright , ybottom , and ytop deﬁne the positions of the four edges of the view area rectangle on the view plane, with respect to the intersection point of the view direction with this plane. This eﬀectively creates a parallelepipedlike view volume instead of a pyramid frustum.
11). , the view area is eﬀectively translated and uniformly stretched or squeezed, along each individual screen axis, to ﬁt the screen rectangle. Typically, given a screen window of W × H pixels, we want to ﬁll the entire window with our drawn scene. Setting x = y = 0 and width = W and height = H ﬁlls the entire window with our view area. 11. In other words, the scaling factors from the view area to the screen window are not equal for the two screen axes. A simple way to ﬁx this is to set aspect to W/H.
7. OpenGL application structure. 3D shapes where we want to perform hidden surface removal (GLUT DEPTH), and that we want to use double buﬀering for this window (GLUT DOUBLE). Hidden surface removal and double buﬀering are explained below. Line 5 speciﬁes the initial size of our upcoming screen window. Line 6 creates the actual window. We could next proceed by directly adding OpenGL code to set up the viewing parameters and for drawing the actual scene. This code is provided by our functions viewing and draw, respectively.