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Achieving PostScript and Wmf outputs for OpenGL

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9 Jun 2003 397.5K   10.7K   137  
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
//********************************************
// ColorRamp.h
//********************************************
// pierre.alliez@cnet.francetelecom.fr
// Created : 19/05/98
// Modified : 19/05/98
//********************************************

#ifndef _COLOR_RAMP_
#define _COLOR_RAMP_


// Datas : 
// Red Green Blue IsNode (0/1)

class CColorRamp
{
private :
	unsigned char m_Color[4][256];
	unsigned char m_Node[256];
	int  m_Size;
	int  m_NbNode;

public :

	// Constructor
	CColorRamp();
	~CColorRamp();

	// Datas
	int GetSize() { return m_Size; }
	unsigned char Red(unsigned char index) { return m_Color[0][index]; }
	unsigned char Green(unsigned char index) { return m_Color[1][index]; }
	unsigned char Blue(unsigned char index) { return m_Color[2][index]; }

	// Misc
	int Build();
	void BuildDefault();
	int BuildNodes();
	void ResetNodes();
	void Trace();

	void BuildRainbow();

};

#endif // _COLOR_RAMP_

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