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Hands-On C++ Game Animation Programming

You're reading from   Hands-On C++ Game Animation Programming Learn modern animation techniques from theory to implementation with C++ and OpenGL

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Product type Paperback
Published in Jun 2020
Publisher Packt
ISBN-13 9781800208087
Length 368 pages
Edition 1st Edition
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Table of Contents (17) Chapters Close

Preface 1. Chapter 1: Creating a Game Window 2. Chapter 2: Implementing Vectors FREE CHAPTER 3. Chapter 3: Implementing Matrices 4. Chapter 4: Implementing Quaternions 5. Chapter 5: Implementing Transforms 6. Chapter 6: Building an Abstract Renderer 7. Chapter 7: Exploring the glTF File Format 8. Chapter 8: Creating Curves, Frames, and Tracks 9. Chapter 9: Implementing Animation Clips 10. Chapter 10: Mesh Skinning 11. Chapter 11: Optimizing the Animation Pipeline 12. Chapter 12: Blending between Animations 13. Chapter 13: Implementing Inverse Kinematics 14. Chapter 14: Using Dual Quaternions for Skinning 15. Chapter 15: Rendering Instanced Crowds 16. Other Books You May Enjoy

Adding an OpenGL loader

There is some external code that this chapter depends on, called glad. When you create a new OpenGL context on Windows, it's created with a legacy OpenGL context. The extension mechanism of OpenGL will let you use this legacy context to create a new modern context.

Once the modern context is created, you will need to get function pointers to all OpenGL functions. The functions need to be loaded with wglGetProcAdress, which returns a function pointer.

Loading every OpenGL function in this fashion would be very time-consuming. This is where having an OpenGL loader comes in; glad will do all this work for you. An OpenGL loader is a library or some code that calls wglGetProcAdress on the functions that the OpenGL API defines.

There are several OpenGL loaders available on Windows.; this book will use glad. glad is a small library that consists of only a few files. It has a simple API; you call one function and get access to all the OpenGL functions...

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