About This Guide.
What This Guide Contains.What's New in This Edition.What You Should
Know Before Reading This Guide.How to Obtain the Sample Code.Nate
Robins' OpenGL Tutors.Errata.Style Conventions.
Acknowledgments.
1. Introduction to OpenGL.
What Is OpenGL?A Smidgen of OpenGL Code.OpenGL Command
Syntax.OpenGL as a State Machine.OpenGL Rendering
Pipeline.OpenGL-Related Libraries.Animation.
2. State Management and Drawing Geometric Objects.
A Drawing Survival Kit.Describing Points, Lines, and Polygons.Basic
State Management.Displaying Points, Lines, and Polygons.Normal
Vectors.Vertex Arrays.Attribute Groups.Some Hints for Building
Polygonal Models of Surfaces.
3. Viewing.
Overview: The Camera Analogy.Viewing and Modeling
Transformations.Projection Transformations.Viewport
Transformation.Troubleshooting Transformations.Manipulating the
Matrix Stacks.Additional Clipping Planes.Examples of Composing
Several Transformations.Reversing or Mimicking Transformations.
4. Color.
Color Perception.Computer Color.Specifying a Color and a Shading
Model.
5. Lighting.
A Hidden-Surface Removal Survival Kit.Real-World and OpenGL
Lighting.A Simple Example: Rendering a Lit Sphere.Creating Light
Sources.Selecting a Lighting Model.Defining Material Properties.The
Mathematics of Lighting.Lighting in Color-Index Mode.
6. Blending, Antialiasing, Fog, and Polygon Offset.
Blending.Antialiasing.Fog.Point Parameters.Polygon Offset.
7. Display Lists.
Why Use Display Lists?An Example of Using a Display List.Display
List Design Philosophy.Creating and Executing a Display
List.Executing Multiple Display Lists.Managing State Variables with
Display Lists.
8. Drawing Pixels, Bitmaps, Fonts, and Images.
Bitmaps and Fonts.Images.Imaging Pipeline.Reading and Drawing Pixel
Rectangles.Tips for Improving Pixel Drawing Rates.Imaging
Subset.
9. Texture Mapping.
An Overview and an Example.Specifying the Texture.Filtering.Texture
Objects.Texture Functions.Assigning Texture Coordinates.Automatic
Texture-Coordinate Generation.Multitexturing.Texture Combiner
Functions.Applying Secondary Color after Texturing.The Texture
Matrix Stack.Depth Textures.
10. The Framebuffer.
Buffers and Their Uses.Testing and Operating on Fragments.The
Accumulation Buffer.
11. Tessellators and Quadrics.
Polygon Tessellation.Quadrics: Rendering Spheres, Cylinders, and
Disks.
12. Evaluators and NURBS.
Prerequisites.Evaluators.The GLU NURBS Interface.
13. Selection and Feedback.
Selection.Feedback.
14. Now That You Know.
Error Handling.Which Version Am I Using?Extensions to the
Standard.Cheesy Translucency.An Easy Fade Effect.Object Selection
Using the Back Buffer.Cheap Image Transformation.Displaying
Layers.Antialiased Characters.Drawing Round Points.Interpolating
Images.Making Decals.Drawing Filled, Concave Polygons Using the
Stencil Buffer.Finding Interference Regions.Shadows.Hidden-Line
Removal.Texture Mapping Applications.Drawing Depth-Buffered
Images.Dirichlet Domains.Life in the Stencil Buffer.Alternative
Uses for glDrawPixels() and glCopyPixels().
Appendix A. Order of Operations.
Overview.Geometric Operations.Pixel Operations.Fragment
Operations.Odds and Ends.
Appendix B. State Variables.
The Query Commands.OpenGL State Variables.
Appendix C. OpenGL and Window Systems.
Accessing New OpenGL Functions.GLX: OpenGL Extension for the X
Window System.AGL: OpenGL Extensions for the Apple Macintosh.PGL:
OpenGL Extension for IBM OS/2 Warp.WGL: OpenGL Extension for
Microsoft Windows 95/98/NT/ME/2000/XP.
Appendix D. Basics of GLUT: The OpenGL Utility Toolkit.
Initializing and Creating a Window.Handling Window and Input
Events.Loading the Color Map.Initializing and Drawing
Three-Dimensional Objects.Managing a Background Process.Running the
Program.
Appendix E. Calculating Normal Vectors.
Finding Normals for Analytic Surfaces.Finding Normals from
Polygonal Data.
Appendix F. Homogeneous Coordinates and Transformation
Matrices.
Homogeneous Coordinates.Transformation Matrices.
Appendix G. Programming Tips.
OpenGL Correctness Tips.OpenGL Performance Tips.GLX Tips.
Appendix H. OpenGL Invariance.
Glossary.
Index. 0321173481T10302003
OpenGL is a powerful software interface used to produce high-quality computer graphics. The OpenGL Programming Guide provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through version 1.2. This fourth edition of the bestselling guide will describe all of the latest features of OpenGL versions 1.3 and 1.4, as well as the important OpenGL ARB extensions. Some of the new features in the core library include cube-mapped texture mapping, multi-texturing, multi-sampled anti-aliasing, depth-texturing and shadows, and advanced texture application modes. Most importantly, the ARB vertex and fragment program extension (commonly referred to as "shaders") will be introduced. Many new example programs and color slides have been incorporated as well. As with all of the previous editions, this one was developed under the auspices of the OpenGL Architecture Review Board, and industry consortium responsible for guiding the evolution of OpenGL, and written by some of the most influential developers in the field. Any developer incorporating graphics into his or her programs will want a copy of this authoritative
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