Chapter 12. Interactive Graphics
by Richard S. Wright, Jr.
WHAT YOU'LL LEARN IN THIS CHAPTER:
How To | Functions You'll Use |
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Assign OpenGL selection names to primitives or groups of primitives |
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Use selection to determine which objects are under the mouse |
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Use feedback to get information about where objects are drawn |
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Thus far, you have learned to create some sophisticated 3D graphics using OpenGL, and many applications do no more than generate these scenes. But many graphics applications (notably, games, CAD, 3D modeling, and so on) require more interaction with the scene itself. In addition to menus and dialog boxes, often you need to provide a way for the user to interact ...
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