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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.
In order for the lights to actually work, the object material needs to be defined. For that, the calculation of object normals is needed. The normals need to be unit-length for the calculations, so the automatic normalization of the normals is enabled in the example to make sure of this. Enabling the autonormalize slows down the renderer handling a bit. This can be avoided by using fixed-point values and by normalizing the normals beforehand.
Also objects can have different material definitions. Setting of the object material is much like setting up the lighting. The object’s ambient, diffuse, specular colors, the shininess, and the color of any emitted light can be set.
This inheritance list is sorted roughly, but not completely, alphabetically:
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© Nokia 2006 |