Preface
Why, what and how come I'm writing this.
Chapter 1: Hello JOGL
Introduction to JOGL and a Hello World to test your installation.
Chapter 2: Using What We've Seen
Introduces Cartesian coordinate system. Explanations of some methods used in JOGL apps.
Chapter 3: Animations
Animator explained and shown in use. Slope of line explained. Circles and transformations discussed.
Chapter 4: Using Events with GLCanvas
Details some of the AWT events that are available when using JOGL components.
Chapter 5: Going 3D
It's time to enter the 3D world. This is where you'll find the real matrix.
Chapter 6: Drawing Geometric Primitives
Formally introduce geometric primitives. Also introduce simple GLU quadrics. Discuss GLUT shapes.
Chapter 7: First Person Movement in 3D Space
Briefly touch on translation and then put together what we discussed thus far to show first person movement in JOGL.
Chapter 8: Lights
Ambient and diffuse light explained. Materials for coloring explained. Depth testing explained.
Chapter 9: Textures
Creating textures from images. Loading PNGs and conversion for use by JOGL as textures. Sample code and explanations of how to modify it for other uses.
Appendix A: JOGL Online Resources
These are web resources for browsing. They may give further insight into JOGL.
Appendix B: OpenGL Online Resources
Here are some more web resources for browsing. They may give further insight into OpenGL.
Appendix C: A Little Matrix Math
Matrices are so important to more advanced JOGL work that I felt I should include some details on what they are and how to manipulate them.
Appendix D: The JARs, Sources and a Brick Texture (Web Only)
Most of the examples in the book are JARed and ZIPed withwith their source code and found here. Just download the ZIPs and expand them to see the JARs and source code. I've made some improvements over the code in the book.