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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2.1 Book

OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2.1
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2.1, OpenGL is a powerful software interface used to produce high-quality, computer-generated images and interactive applications using 2D and 3D objects, bitmaps, and color images.
The OpenGL® Programming Guide, Sixth Edition, provides definitive and compr, OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2.1 has a rating of 4.5 stars
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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2.1, OpenGL is a powerful software interface used to produce high-quality, computer-generated images and interactive applications using 2D and 3D objects, bitmaps, and color images. The OpenGL® Programming Guide, Sixth Edition, provides definitive and compr, OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2.1
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  • OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2.1
  • Written by author Dave Shreiner
  • Published by Addison-Wesley, August 2007
  • OpenGL is a powerful software interface used to produce high-quality, computer-generated images and interactive applications using 2D and 3D objects, bitmaps, and color images. The OpenGL® Programming Guide, Sixth Edition, provides definitive and compr
  • OpenGL® Programming Guide, Sixth EditionOpenGL is a powerful software interface used to produce high-quality, computergenerated images and interactive applications using 2D and 3D objects, bitmaps, and color images.The OpenGL
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Authors

Figures xxi

Tables xxv

Examples xxix

About This Guide xxxv

What This Guide Contains xxxv What's New in This Edition xxxviii What You Should Know Before Reading This Guide xxxviii How to Obtain the Sample Code xxxix Nate Robins' OpenGL Tutors xl Errata xl Style Conventions xl
Acknowledgments xliiiChapter 1: Introduction to OpenGL 1
What Is OpenGL? 2
A Smidgen of OpenGL Code 5
OpenGL Command Syntax 7
OpenGL as a State Machine 9
OpenGL Rendering Pipeline 10
OpenGL-Related Libraries 14
Animation 20
Chapter 2: State Management and Drawing Geometric Objects 27
A Drawing Survival Kit 29
Describing Points, Lines, and Polygons 37
Basic State Management 48
Displaying Points, Lines, and Polygons 50
Normal Vectors 63
Vertex Arrays 65
Buffer Objects 82
Attribute Groups 91
Some Hints for Building Polygonal Models of Surfaces 94
Chpater 3: Viewing 103
Overview: The Camera Analogy 106
Viewing and Modeling Transformations 117
Projection Transformations 133
Viewport Transformation 138
Troubleshooting Transformations 142
Manipulating the Matrix Stacks 145
Additional Clipping Planesv 149
Examples of Composing Several Transformations 152
Reversing or Mimicking Transformations 160
Chapter 4: Color 165
Color Perception 166
Computer Color 168
RGBA versus Color-Index Mode 170
Specifying a Color and a Shading Model 176
Chapter 5: Lighting 183
A Hidden-Surface Removal Survival Kit 185
Real-World and OpenGL Lighting 187
A Simple Example: Rendering a Lit Sphere 190
Creating Light Sources 194
Selecting a Lighting Model 207
Defining Material Properties 211
The Mathematics of Lighting 220
Lighting in Color-Index Mode 226
Chapter 6: Blending, Antialiasing, Fog, and Polygon Offset 229
Blending 231
Antialiasing 247
Fogv 261
Point Parameters 271
Polygon Offset v274
Chapter 7: Display Lists 277
Why Use Display Lists? 278
An Example of Using a Display List 279
Display List Design Philosophy v282
Creating and Executing a Display List 285
Executing Multiple Display v292
Managing State Variables with Display Lists 297
Chapter 8: Drawing Pixels, Bitmaps, Fonts, and Images 301
Bitmaps and Fonts 303
Images 312
Imaging Pipeline 321
Reading and Drawing Pixel Rectangles 337
Using Buffer Objects with Pixel Rectangle Data 341
Tips for Improving Pixel Drawing Rates 345
Imaging Subsetv 346
Chapter 9: Texture Mapping 369
An Overview and an Example 375
Specifying the Texture 380
Filtering 411
Texture Objects 414
Texture Functions 421
Assigning Texture Coordinates 425
Automatic Texture-Coordinate Generation 434
Multitexturing 443
Texture Combiner Functions 449
Applying Secondary Color after Texturing 455
Sprites 456
The Texture Matrix Stack 457
Depth Textures 459
Chapter 10: The Framebuffer 465
Buffers and Their Uses 468
Testing and Operating on Fragments 475
The Accumulation Bufferv 490
Chapter 11: Tessellators and Quadrics 505
Polygon Tessellation 506
Quadrics: Rendering Spheres, Cylinders, and Disks 523
Chapter 12: Evaluators and NURBS 533
Prerequisites 535
Evaluatorsv 536
The GLU NURBS Interface 550
Chapter 13: Selection and Feedback 569
Selection 570Feedbackv 591
Chapter 14: Now That You Knowv 599
Error Handling 601
Which Version Am I Using? 603
Extensions to the Standard 605
Cheesy Translucency 608
An Easy Fade Effect 608
Object Selection Using the Back Buffer 610
Cheap Image Transformation 611
Displaying Layers 612
Antialiased Characters 613
Drawing Round Points 616
Interpolating Images 616
Making Decals 616
Drawing Filled, Concave Polygons Using the Stencil Buffer 618
Finding Interference Regions 619
Shadows 621
Hidden-Line Removal 622
Texture Mapping Applications 624
Drawing Depth-Buffered Images 625
Dirichlet Domains 625
Life in the Stencil Buffer 627
Alternative Uses for glDrawPixels() and glCopyPixels() 628
Chapter 15: The OpenGL Shading Language 631
The OpenGL Graphics Pipeline and Programmable Shading 632
Using GLSL Shaders 636
The OpenGL Shading Language 644
Creating Shaders with GLSL 645
Accessing Texture Maps in Shaders 661
Shader Preprocessor 664
Appendix A: Order of Operations 679
Overview 680
Geometric Operations 681
Pixel Operations 682
Fragment Operations 683Odds and Ends 684
Appendix B: State Variables 685
The Query Commands 686
OpenGL State Variables 688
Appendix C: OpenGL and Window Systems 735
Accessing New OpenGL Functions 736
GLX: OpenGL Extension for the X Window System 737
AGL: OpenGL Extensions for the Apple Macintosh 744
PGL: OpenGL Extension for IBM OS/2 Warp 749
WGL: OpenGL Extension for Microsoft Windows 95/98/NT/ME/2000/XP 753
Appendix D: Basics of GLUT: The OpenGL Utility Toolkit 759
Initializing and Creating a Window 760
Handling Window and Input Events 761
Loading the Color Map 763
Initializing and Drawing Three-Dimensional Objects 763
Managing a Background Process 765
Running the Program 765
Appendix E: Calculating Normal Vectors 767
Finding Normals for Analytic Surfaces 769
Finding Normals from Polygonal Data 771
Appendix F: Homogeneous Coordinates and Transformation Matrices 773
Homogeneous Coordinates 774
Transformation Matrices 775
Appendix G: Programming Tips 779
OpenGL Correctness Tips 780
OpenGL Performance Tips 782
GLX Tips 784
Appendix H: OpenGL Invariance 785Appendix I: Built-In OpenGL Shading Language Variables and Functions 789
Variables 790
Built-In Functions 802
Glossary 815
Index 837


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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2.1, OpenGL is a powerful software interface used to produce high-quality, computer-generated images and interactive applications using 2D and 3D objects, bitmaps, and color images.
The OpenGL® Programming Guide, Sixth Edition, provides definitive and compr, OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2.1

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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2.1, OpenGL is a powerful software interface used to produce high-quality, computer-generated images and interactive applications using 2D and 3D objects, bitmaps, and color images.
The OpenGL® Programming Guide, Sixth Edition, provides definitive and compr, OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2.1

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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2.1, OpenGL is a powerful software interface used to produce high-quality, computer-generated images and interactive applications using 2D and 3D objects, bitmaps, and color images.
The OpenGL® Programming Guide, Sixth Edition, provides definitive and compr, OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2.1

OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2.1

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