Opengl programming guide (redbook)

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OpenGL Programming Guide
or 'The Red Book'

 About This Guide
 Chapter 1: Introduction to OpenGL
 Chapter 2: Drawing Geometric Objects
 Chapter 3: Viewing
 Chapter 4: Display Lists
 Chapter 5: Color
 Chapter 6: Lighting
 Chapter 7: Blending, Antialiasing, and Fog
 Chapter 8: Drawing Pixels, Bitmaps, Fonts, and Images
 Chapter 9: Texture Mapping
Chapter 10: The Framebuffer
 Chapter 11: Evaluators and NURBS
 Chapter 12: Selection and Feedback
 Chapter 13: Now That You Know
 Appendix A: Order of Operations
 Appendix B: OpenGL State Variables
 Appendix C: The OpenGL Utility Library
 Appendix D: The OpenGL Extension to the X Window System
 Appendix E: The OpenGL Programming Guide Auxiliary Library
 Appendix F:Calculating Normal Vectors
 Appendix G: Homogeneous Coordinates and Transformation Matrices
 Appendix H: Programming Tips
 Appendix I: OpenGL Invariance
 Appendix J: Color Plates
 Glossary (not included in this version)

This easily downloadable version was compiled by UnreaL. See the about page for copyright, authoring and distribution information.
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(HTML edition information)

OpenGL Programming Guide

The Official Guide to Learning OpenGL, Release 1
OpenGL Architecture Review Board
Jackie Neider
Tom Davis
Mason Woo
Addison-Wesley Publishing Company
Reading, Massachusetts Menlo Park, CaliforniaNew York Don Mills, Ontario Wokingham, EnglandAmsterdam Bonn Sydney Singapore Tokyo MadridSan JuanParis Seoul Milan Mexico City Taipei
Silicon Graphics, the Silicon Graphics logo, and IRIS are registered trademarks and OpenGL and IRIS Graphics Library are trademarks of Silicon Graphics, Inc. X Window System is a trademark of Massachusetts Institute of Technology. Display PostScript is a registered trademark of Adobe Systems Incorporated.
The authors and publishers have taken care inpreparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors or omissions. No liability is assumed for incidental or consequential damages in connection with or arising out of the use of the information or programs contained herein.
Copyright Š 1994 by Silicon Graphics, Inc.
All rights reserved. No part of this publication may be reproduced,stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior written permission of the publisher. Printed in the United States of America. Published simultaneously in Canada.
Authors: Jackie Neider, Tom Davis, and Mason Woo
Sponsoring Editor: David Rogelberg
Project Editor: Joanne Clapp FullagarCover Image: Thad Beier
Cover Design: Jean Seal
Text Design: Electric Ink, Ltd., and Kay Maitz
Set in 10-point Stone Serif
ISBN 0-201-63274-8
First Printing, 1993

About This Guide
The OpenGL graphics system is a software interface to graphics hardware. (The GL stands for Graphics Library.) It allows you to create interactive programs that produce colorimages of moving three-dimensional objects. With OpenGL, you can control computer-graphics technology to produce realistic pictures or ones that depart from reality in imaginative ways. This guide explains how to program with the OpenGL graphics system to deliver the visual effect you want. 

What This Guide Contains
This guide has the ideal number of chapters: 13. The first six chapters presentbasic information that you need to understand to be able to draw a properly colored and lit three-dimensional object on the screen:
Chapter 1, "Introduction to OpenGL," provides a glimpse into the kinds of things OpenGL can do. It also presents a simple OpenGL program and explains essential programming details you need to know for subsequent chapters.
Chapter 2, "Drawing Geometric...
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