Received: from apple.com by karazm.math.UH.EDU with SMTP id AA14088 (5.65c/IDA-1.4.4 for ); Wed, 9 Oct 1991 20:06:54 -0500 Received: by apple.com (5.61/1-Oct-1991-eef) id AA15140; Wed, 9 Oct 91 17:36:44 -0700 for Received: by motcsd.csd.mot.com (/\=-/\ Smail3.1.18.1 #18.4) id ; Wed, 9 Oct 91 17:24 PDT Received: by roi.ca41.csd.mot.com (smail2.5/CSDmail1.0, Motorola Inc.) id AA06534; 9 Oct 91 17:19:45 PDT (Wed) To: glove-list@karazm.math.uh.edu Subject: Re: vogle Message-Id: <9110091719.AA06530@roi.ca41.csd.mot.com> Date: 9 Oct 91 17:19:45 PDT (Wed) From: Lance Norskog The VOGLE and VOGL libraries are on uunet.uu.net in /usr/spool/ftp/graphics/vogle. They're from an Australian university, and are copyright-but-free. They're a software version of SGI's GL core graphics library, written from scratch with drivers for lots of frame buffers: X windows, all PC adapters, a Mac version somewhere, Sun, Apollo, and postscript commands. VOGLE is the main one. They were inspired to change a few things to make it exactly compatible with GL, and called that VOGL. If you want portability to SGI machines, stick with VOGL. It has a lot of nifty calls, and an object data structure. Objects can have their own personal translation matrices. They can call other objects. All translations are applied to the current global matrix. Thus, a tree of objects can be defined, each with it's own matrix. You call the root object with a viewpoint and whatnot, and the resulting matrix bubbles down and each object is redrawn with its transform applied to it's inherited matrix; i.e. the parents matrix passed down on the matrix stack. The source comes with a lot of demos, including how to use the polygon-filled fonts to draw on invisible planes criss-crossing the screen. It's fun, easy, and not a big mess like X windows. Lance Norskog