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Achieving PostScript and Wmf outputs for OpenGL

, 9 Jun 2003
This article explains how to generate resolution independent versions of 3D meshes rendered by OpenGL/MFC programs, i.e. how to export the rendering results to vectorial formats such as encapsulated postscript (EPS) and Windows enhanced metafile (EMF) formats. The main goal consists of being able to
// Microsoft Developer Studio generated include file.
// Used by Mesh.rc
#define IDD_ABOUTBOX                    100
#define IDR_MAINFRAME                   128
#define IDR_MESHTYPE                    129
#define IDD_DIALOG_WMF                  180
#define IDC_EDIT_RATIO                  1001
#define IDC_EDIT_RATIO_NBFACES          1002
#define IDC_RADIO_LINE                  1065
#define IDC_RADIO_FACE                  1066
#define IDC_COLOR_FACE                  1117
#define IDC_COLOR_LINE                  1118
#define ID_BUTTON_RUN                   1122
#define ID_GL_ADD_WIREFRAME             32771
#define ID_GL_SMOOTH                    32772
#define ID_MESH_LOOP                    32773
#define ID_GL_LINE                      32774
#define ID_GL_VERTEX                    32775
#define ID_GL_FACE                      32776
#define ID_GL_LIGHT                     32777
#define ID_MESH_COLOR_HEIGHT            32778
#define ID_EDIT_WMF                     32779
#define ID_EXPORT_EPS                   32781
#define ID_GL_CULLING                   32782
#define ID_OPENGL_CLEARCOLOR            32789
#define ID_MESH_COLOR_CHOOSE            32790

// Next default values for new objects
#define _APS_3D_CONTROLS                     1
#define _APS_NEXT_RESOURCE_VALUE        131
#define _APS_NEXT_COMMAND_VALUE         32792
#define _APS_NEXT_CONTROL_VALUE         1002
#define _APS_NEXT_SYMED_VALUE           101

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About the Author

Pierre Alliez

France France
No Biography provided

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