What is OpenGL® GLU?

OpenGL® Utility Library (GLU) is a collection of graphic programming functions that provide added functionality for OpenGL® basic routines. The OpenGL® Basic Library provides a basic framework for rendering three -dimensional (3D) graphics and OpenGL® GLU implements functions that work with the frame to provide the programmer an extended set of tools to be used in more complex operations. There are also several features within the OpenGL® GLU that make advanced primitive types such as cylinders and balls. In addition to support for comprehensive modeling systems, GLU also includes the function for performing matrix operations, convenient translations for a scene camera and cut -out, and more human readable functional packaging for common 3D graphics. Instead, the OF is simply focused on rendering individual polygons and trying to provide multiple features to help create and manage whole scenes. This includes a number of routines that make it easier to translate locationCameras around any points and simplified features that help create a monitoring volume.

Another part of the OpenGL® GLU, which is not in the basic library, is the implementation of advanced primitive shapes. While the standard library provides only features for drawing triangles or polygons, GLU has functions that can construct objects such as balls, boxes and rollers. Although these features can easily be written by a 3D graphic programmer, it can save time to use versions that are already tested and without errors.

In addition to primitives with shape, there is also basic support for uneven rational B-Spline (NURBS). They are very efficient geometric shapes that can bend and flow organically and use very small memory. NURBS support in GLU allows the programmer or artist to have almost complete freedom in designing shapes and objects on the scene.

the capacity at a high level thatOU supplies OpenGL® GLU adds, MipmApping. MiPMApping is a form of texture mapping that helps to increase the speed rendering speed. This is achieved by using more than one image for the texture. Each texture is made of several similar images, each of which is smaller and less detailed than the last, so the objects that are remotely use less detailed textures and are then much faster.

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