What is OpenGL® class?
OpenGL® class can refer to an object -oriented implementation of parts of the OpenGL® abstract programming interface, or a class that uses OpenGL® calls within its own code. The nature of the OpenGL® library means that the object -oriented version of the API was not really support and most programs called the functions as they were written outside the class. Since object -oriented languages have become more frequent, different OpenGL® libraries seemed to function as objects for the basic library. The use of the OpenGL® class has advantages that has been fully realized instead of collecting the functions listed in the library, including the encapsulation and the way to deduce the new functional class through inheritance to protect the basic implementation. Not all developers use the OpenGL® class library because it can be confusing to switch to fully oriented paradigms of programming.
in object -oriented object, class is a collection of data, variables andfunction, called methods that modify the information it contains. The origin of OpenGL® as a library of functions for programming language C, which was not an object -oriented language, means that some of the methodologies and programming procedures that have developed were not suitable for object programming. When some operating systems and other devices began to rely more on object -oriented languages, several OpenGL® libraries were created.
Some of the OpenGL® libraries simply encapsulated the basic OpenGL® functions. This provided a safe and compatible programming frame. Although this type of class was necessary for some languages, he still demanded that the support classes to become a functional application. Indeed, really organized libraries have divided the OpenGL® features into the Asias of classes, each managing a different element of the library such as rendering.
A number of OpenGL® libraries have begunExpand to the basic OpenGL® engine and has started to include more functionality. This primarily included a special class for handling objects in the scene, called Chart of Scene. These classes functioned as basic libraries, and at the same time they provided a logical structure on which it could be created a program that made more than portraying the scene and end without having to think of a new OpenGL® framework every time.
Almost every OpenGL® library, including service libraries, has been translated into an object -oriented form in one way or another. In some cases, this made it easier for developers to maintain OpenGL® on different devices that exist, by creating a predominantly unified plan to implement OpenGL® in an object -oriented environment. With the addition of object -oriented IT development tools, it also made it possible to drag the OpenGL® class to a program that supports visual development, and simplifies some of the more complex aspects.