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OpenGL Programming Guide (Addison-Wesley Publishing Company)

OpenGL Programming Guide (Addison-Wesley Publishing Company)

Second Edition
The Official Guide to
Learning OpenGL, Version 1.1
Silicon Graphics, the Silicon Graphics logo, OpenGL and IRIS are registered trademarks, and IRIS
Graphics Library is a trademark of Silicon Graphics, Inc.
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46138-2 1. Computer graphics. 2. OpenGL. I. Neider, Jackie. II. Davis, Tom. III. Title.
T385.N435 1996
006.6'93-dc21 96-39420
CIP
Copyright © 1997 by Silicon Graphics, Inc.
A-W Developers Press is a division of Addison Wesley Longman, Inc.
All rights reserved. No part of this publication may be reproduced, stored in
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OpenGL Programming Guide (Addison-WesleyPublishing Company)

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For my family - Ellyn, Ricky, and Lucy.
To Tom Doeppner and Andy van Dam, who started me along this path.
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OpenGL Programming Guide (Addison-Wesley Publishing Company)

OpenGL Programming Guide (Addison-Wesley Publishing Company)

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 color images of moving
three-dimensionalobjects. 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 14 chapters, one more than the ideal number. The first five chapters present basic
information thatyou need to understand to be able to draw a properly colored and lit three-dimensional
object on the screen.
q 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.
q

Chapter 2, "State Management and Drawing GeometricObjects," explains how to create a
three-dimensional geometric description of an object that is eventually drawn on the screen.

q

Chapter 3, "Viewing," describes how such three-dimensional models are transformed before
being drawn onto a two-dimensional screen. You can control these transformations to show a
particular view of a model.

q

Chapter 4, "Color," describes how to specify the...
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