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College Department Course: B.E Course Code 18CSL67 Student Name USN Mini Project Title Under Taken at Internal Guide Synopsis
College Department Course: B.E Course Code 18CSL67 Student Name USN Mini Project Title Under Taken at Internal Guide Synopsis
SYNOPSIS
INTRODUCTION:
As a software interface for graphics hardware, OpenGL's main purpose is to render two-
and three-dimensional objects into a frame buffer. These objects are described as
sequences of vertices or pixels. OpenGL performs several processing steps on this data to
convert it to pixels to form the final desired image in the frame buffer.
This section explains some of the concepts inherent in OpenGL:
Primitives and Commands OpenGL draws primitives—points, line segments, or polygons
—subject to several selectable modes. You can control modes independently of each
other; that is, setting one mode doesn't affect whether other modes are set. Primitives are
specified, modes are set, and other OpenGL operations are described by issuing
commands in the form of function calls. Primitives are defined by a group of one or more
vertices. A vertex defines a point, an endpoint of a line, or a corner of a polygon where
two edges meet. Data is associated with a vertex, and each vertex and its associated data
are processed independently, in order, and in the same way. The type of clipping depends
on which primitive the group of vertices represents. Commands are always processed in
the order in which they are received, although there may be an indeterminate delay before
a command takes effect. This means that each primitive is drawn completely before any
subsequent command takes effect. It also means that statequerying commands return data
that's consistent with complete execution of all previously issued OpenGL commands.
OBJECTIVE:
The main aim and objective was to plan and program system application. We have to
apply the best software engineering practice for graphical application. I developed a
“Smart Village” using Visual Studio. If we talk in functionality of this project is that it is
a Smart village in computer graphics which is simple, good looking and useful. We have
mainly created some artifacts in this mini project, like a home, sun, clouds, trees, and
windmills. In the project a house is present in a small village . This package is based on
the OpenGL library functions. The programming language is used here is C++.
METHODOLOGY:
The Mini Project Smart Village Customization demonstrates the use of various OpenGL
functions and its applications to model the requirements of an application programmer. It also
illustrates the use of mathematical functions to control the execution of the project that is
presented.
It highlights the key features of the data structures and its high-quality efficiency that is
obtained on its usage in the application program. This project consists of a real time analog
clock which is constructed by using different primitives available in OpenGL library and
combining them together in a required manner.
System Requirements:
Hardware requirements:
Processor 133-MHz Processor
Memory 128 MB of RAM, 256 MB Recommended
Hard 30 MB of hard disk space required, 40 MB additional hard disk space
Disk required for installation (700 MB total) .
Display 800 x 600 or higher-resolution display with 256 colors
Software Specification
Operating The Visual Studio 2010 can be installed on the following platforms:
System Windows XP
Others Windows comes with OpenGL, and Visual Studio comes with the
OpenGL libraries, but neither of them comes with GLUT. GLUT 3.7.6
has to be included. Prior to installing the latest Windows service packs
and critical updates have to be updated.
Usage of project: The project was started with the designing phase in which I figured the
requirements needed, the layout design, then comes the detail designing of each function
after which, was the testing and debugging stage. I have tried to implement the project
making it as user-friendly and error free as possible.