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Anonymous Posted on May 01, 2013

Source code plz plz plz giv opengl code for singly linked list implimentation

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  • Posted on May 16, 2013
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Anonymous

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  • Posted on Sep 05, 2009

SOURCE: opengl code

OpenGL doesn't handle photonics or any other low-level physics - you'll either need a raytracer, such as POVRAY or Blender, or you'll have to write the physics yourself, to emulate light rays of varying colours (I recommend using a HSL colour space for your physics, only translating to RGB when rendering the frame).
The refraction of a ray at the interface of the prism and the "air" can be calculated using Index of Refraction, correction factor to account for different refraction dependent on frequency (Hue) and a random number generator to emulate slight scattering.

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Download the Drivers for your camera from this link : ( download the last option in the list )

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I need open gl source code to make a point move along the circumference of the circle.

Hi
 I'm studying Physics, not CS, but I've had a few brushes with OpenGL.
 I'll use a Basic-like pseudocode syntax since I don't know what language you're using, and basic is very easy to read:

'Constants - Radius is radius of the circle
Const PI = 3.14159, Radius = 10

'Current angle, and angular velocity (dTheta / dt)
Dim Shared Theta as Single, Omega as Single

'Frame is called when you want to draw a new frame
Sub Frame(dt as Single)
  'dt is number of seconds passed since last frame (typically less than one, since you want several frames per second)

 'Initialize the frame (clear buffers, set up projection, etc)
 InitFrame

 'Increase angle
 Theta = Theta + (Omega * dt)

 'Calculate co-ordinates of point
 X = Radius * Cos(Theta)
 Y = Radius * Sin(Theta)

 glBegin(GL_POINTS)

  'Set the colour of the point
  glColor(<r>, <g>, <b>, <a>)


  'Draw the point
  glVertex2f(X, Y)

 glEnd()

 'Display the frame
 RenderFrame

End Sub
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Opengl code

OpenGL doesn't handle photonics or any other low-level physics - you'll either need a raytracer, such as POVRAY or Blender, or you'll have to write the physics yourself, to emulate light rays of varying colours (I recommend using a HSL colour space for your physics, only translating to RGB when rendering the frame).
The refraction of a ray at the interface of the prism and the "air" can be calculated using Index of Refraction, correction factor to account for different refraction dependent on frequency (Hue) and a random number generator to emulate slight scattering.
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