By Norman Lin
This moment colume presents programmers who're skilled in either Linux and primary 3D pics ideas with a well-rounded perpesctive on 3D conception and perform in the context of programming greater interactive 3D purposes
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Additional info for Advanced Linux 3D Graphics
Global variable factory_manager_v_0_1 is a global instance of the factory manager. An application chooses its factories at startup through the global variable factory_manager_v_0_1. Thus, the factory manager class is a singleton class, which is instantiated only once in the entire program. Notice that this is the only l3d class which directly manipulates the concrete factories by their class name, and which includes the header files for the concrete factories. All other users of the factories always go through an abstract factory interface, and do not include the header files for the concrete factories.
This would only make sense if the screen object often needed to be used outside of the context of the pipeline, at this “higher-level” layer. Given the current premise that the pipeline is the application, a higher-level layer makes no sense. Therefore, in the current architecture, there is no reason to move management of the screen object outside of the pipeline. 16 Chapter 1: Basic Linux 3D Graphics Concepts The second responsibility of an l3d_pipeline subclass, declaring data, is also intuitive.
This outside source is the dispatcher. 18 Chapter 1: Basic Linux 3D Graphics Concepts Step 3. Create a Dispatcher The third step in writing an l3d application is to create an event dispatcher object. The event dispatcher serves as an interface between an event source and an event receiver. The event receiver in our case is the pipeline. The event source is a window created under a specific event-driven windowing system. The role of the dispatcher is to receive events from the system-specific window, and to call the appropriate pipeline functions to allow the pipeline to respond to the events.