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Posted 16 Jan 2001

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
// Transform.h
// Created : 23/02/98
// Modified : 23/02/98

#ifndef _TRANSFORM_
#define _TRANSFORM_

#include "Vector3d.h"

class CTransform

private :

	// Datas
	CVector3d m_Scale;
	CVector3d m_Rotation;
	CVector3d m_Translation;
	float m_ValueRotation;

public :

	// Constructor
	~CTransform() {}

	// Data access
	void Clear(void);
	CVector3d *GetScale() { return &m_Scale; }
	CVector3d *GetRotation() { return &m_Rotation; }
	CVector3d *GetTranslation() { return &m_Translation; }
	float GetValueRotation() { return m_ValueRotation; }

	// Data setting
	void SetScale(CVector3d &vector) { m_Scale.Copy(vector); }
	void SetRotation(CVector3d &vector) { m_Rotation.Copy(vector); }
	void SetTranslation(CVector3d &vector) { m_Translation.Copy(vector); }
	void SetValueRotation(float value) { m_ValueRotation = value; }

	void SetScale(CVector3d *pVector) { m_Scale.Copy(pVector); }
	void SetRotation(CVector3d *pVector) { m_Rotation.Copy(pVector); }
	void SetTranslation(CVector3d *pVector) { m_Translation.Copy(pVector); }

	void Copy(CTransform &transform);
	void Copy(CTransform *pTransform);

#endif // _TRANSFORM_

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About the Author

Pierre Alliez
France France
No Biography provided

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