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SPACE SHUTTLE LAUNCHING

SPACE SHUTTLE LAUNCHING. GUIDE Mis. V.R.PRATIMA Mr. ASWIN KUMAR. Submitted by. PUNITH .K PAUL SUDEEP .G. Overview. Introduction Aim of the project Requirement specification System design System implementation Screen shots Conclusion Bibliography. Introduction.

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SPACE SHUTTLE LAUNCHING

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  1. SPACE SHUTTLE LAUNCHING GUIDE Mis. V.R.PRATIMA Mr. ASWIN KUMAR Submitted by PUNITH .K PAUL SUDEEP .G

  2. Overview Introduction Aim of the project Requirement specification System design System implementation Screen shots Conclusion Bibliography

  3. Introduction • The space shuttle is a reusable orbital vehicle that transports Aerospace travelers. • The shuttle launches like a rocket, maneuvers in Earth orbit like a Spacecraft and lands like an Airplane. • The Space Shuttle consists of three major components: the orbiter which houses the crew; a large external fuel tank for the main engines; and two solid rocket boosters which provide most of shuttle’s lift during the first two minutes of flight. • All of the components are reused except for the external fuel tank, which burns up in the atmosphere after each launch.

  4. Aim of the project • To Demonstrate how to launch Space Shuttle.

  5. Requirement specification • Hardware specifications Processor : Pentium, 1.8 GHz machine or above. Main memory : 128 Mb RAM or more. Hard disk space : 1024 Mb Monitor : 32 Bit color • Software specifications Operating system : Windows 98 or higher. Front end : Visual C++.

  6. System design • This project has been developed using visual C++, which is a function oriented language. • In this Visual C++ we have used OpenGL APIs to build our project like glVertex2f(), glBegin(), glutCreateWindow() etc, with different color functions that helped to build the graphical design a lot. • The Open GL APIs provides a class of libraries for the user with the set of facilities to handle the graphics operations efficiently. • Implementation written in C++ programming language also includes many header file.

  7. System implementation • void glBegin( glEnum mode) : Initiates a new primitive of type mode and starts the collection of vertices. Values of mode include GL_POINTS,GL_LINES and GL_POLYGON etc. • void glutPostRedisplay() : Request that the display callback be executed after the current callback returns. • void glutSwapBuffers() : Swaps the front back buffers. • void glFlush() : Forces any buffered OpenGL commands to execute. • int glutCreateWindow(char *title) : Creats a window on the display. The string title can be used to label the window.

  8. void glutInitWindowsize(int width,int height) : Specifies the initial height and width of the window in pixels. • void glutInitWindowPosition(int x,int y) : Specifies the initial position of the top-left corner of the window in pixels. • void glutMainLoop() : Cause the program to enter an event-processing loop. It should be the last statement in main. • void glutDisplayFunc(void (*func)(void)) : Registers the display function func that is executed when the window needs to be redrawn.

  9. void glutIdleFunc(void (*f)(void)) : Registers the display callback function f that is executed whenever there are no other events to be handled. • void glPushMatrix() and void glPopMatrix() : Pushes to and pops from the matrix stack corresponding to the current matrix mode. • void glLoadIdentity() : Sets the current transformation matrix to an identity matrix. • void glTranslate[fd](type x,type y,type z) : Alters the current matrix by a displacement of (x, y, z). TYPE is either GLfloat or GLdouble.

  10. Screen Shots

  11. Conclusion • This graphics package has been successfully implemented in Visual C++ using Open GL APIs in windows based platform. • We have used various library functions available in Visual C++ and OpenGL. • The animation developed can provide the best simulation for the people interested in space aeronautics. • This project could be still implemented in a better way with good interface and animations. I welcome constructive comments from the critics so that our project could be made still better.

  12. Bibliography • Computer Graphics Using OpenGL by Edward Angel. • Computer Graphics by Foley Van Dam and Feiner Hughes. • Procedural Elements For Computer Graphics by David. F. Rogers. • Computer Graphics: Principles and practices By James D Foley, Andries Van Dam, Feiner and Hughes.

  13. !!! THANK YOU !!!

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