October 2008
Intermediate to advanced
744 pages
18h 21m
English
The preceding chapter dealt with graphics on a pixel-by-pixel basis, and this is fine for simple rendering. When you’re building a multilayered, multiplayer game, however, you need to program at a higher level. At the very least, you need to create graphics with three dimensions rather than two. This means dealing with concepts such as lighting, depth, and perspective. The functions in OpenGL (Open Graphics Library) make this possible.
Now is a giddy time to write about OpenGL, particularly for the Cell processor. As I write this, three tumultuous developments have either taken place recently or are underway:
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