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S60 3rd Edition SDK for Symbian OS Example Applications Guide |
1. About this Example
2. Prerequisites
3. Design and Implementation
This example can be extended to any kind of OpenGL ES application, but you might want to look at the other example applications as well for how to use other, different kinds of, OpenGL ES features.
Only classes used by this example are the basic UI framework baseclasses. Open GL ES itself is pure C method call API and doesn't use classes.
To work with this example application you need basic understanding on how to build S60 applications and basic undestanding of how Symbian (or COE) UI and application framework works. Also basic knowledge on OpenGL or OpenGL ES is required if you wish to modify the example.
Normally the input texture coordinates would be the coordinates of the reflected ray with respect to the object vertex normal. This means that the method implemented in this example gives only an approximation of the reflectance. An advantage is that the averaged normals can be calculated apriori. See the CalculateTextureCoordinates(…) method in file EnvMapping.cpp for additional comments.
The restrictions of implementing the environmental mapping in this way are that we can use only one environmental texture at a time, and only the rotations of the camera and the object are allowed, that is, neither the camera nor object may move around. Both the rotations of the camera and the object are also multiplied within the current texture matrix. See methods DrawDuck(…) and DrawHead(…) for additional information and comments on setting the texture matrix.
This inheritance list is sorted roughly, but not completely, alphabetically:
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© Nokia 2006 |