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Opengl Programming for Windows 95 and Windows NT,9780201407099
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Opengl Programming for Windows 95 and Windows NT


Edition: 1st
Author(s): Fosner, Ron
ISBN10:  0201407094
ISBN13:  9780201407099
Format:  Paperback
Pub. Date:  1/1/1997
Publisher(s): Addison-Wesley Professional

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SummaryTable of Contents
The licensing of OpenGL to many leading computer companies, including Microsoft, has made it possible for graphics programmers to learn to write stunning 3D graphics programs using the industry graphics standard on the world's most popular operating system. And OpenGL Programming of Windows 95 and Windows NT is the key to the door of opportunity for those who see the tremendous potential for programmers who can produce high-quality 3D applications on these platforms. Using numerous examples, Microsoft's Visual C++ programming platform, the C++ programming language, and the Microsoft Foundation Classes, Fosner starts with a generic C application that can be compiled from any 32-bit C compiler and, step by step, covers the basics of creating an OpenGL program selecting the appropriate pixel format; arranging the device context and rendering contexts; enhancing OpenGL programs to achieve maximum speed; using display lists and texture maps; finding OpenGL enhancements hidden in your video driver; programming OpenGL's Modelview matrix to get the effects you want; and providing rapid animation under Windows - without bogging down the user interface. Most important, you'll absorb this knowledge within the context of developing a Windows application that you can experiment with and actually use in your Windows programs. You will gain hands-on experience in designing, creating, programming, measuring, and optimizing a real OpenGL 3D animation program.
Preface xiii
Acknowledgments xvii
List of Figures
xix
List of Listings
xxi
Why 3D? Why OpenGL?
1(6)
What's So Important a about 3D?
2(2)
Learning OpenGL on Windows
4(1)
Summary
5(2)
OpenGL for Windows Programmers
7(32)
Overview of Device Contexts, Rendering Contexts, and Pixel Format
8(1)
Pixel Formats
9(11)
Pixel Format Structure
10(6)
Selecting and Examining a Pixel Format
16(4)
Rendering Contexts
20(3)
The WGL Context-Rendering Functions
21(1)
Methods for Creating an RC
22(1)
Fonts and OpenGL
23(2)
Double Buffering
25(1)
Advanced Miscellaneous Functions
26(1)
Creating a Simple OpenGL Program with the Windows CAPI
27(8)
Creating a Simple MFC C++ OpenGL Program
35(2)
Summary
37(2)
Understanding OpenGL
39(16)
What Does OpenGL Do?
39(2)
Why OpenGL?
39(2)
Who Controls OpenGL?
41(1)
How OpenGL Works
41(4)
How a Vertex Becomes a Pixel
43(1)
The z-Buffer
44(1)
Hardware Accelerators
45(1)
Terminology
45(3)
Constructing Primitives
48(2)
The glBegin()/glEnd() Wrappers
48(1)
OpenGL Command Notation
49(1)
Vertex Commands
50(1)
OpenGL and DLLs
50(2)
OpenGL's Main Library
51(1)
OpenGL's Utility Library
51(1)
OpenGL's Auxiliary Library
51(1)
Summary
52(3)
Rendering with OpenGL
55(16)
Primitives
56(10)
OpenGL Points
57(1)
OpenGL Lines
58(2)
OpenGL Polygons
60(6)
Rendering Primitives
66(4)
Specifying a Color
66(1)
Calculating Normal Vectors
66(3)
Clearing the Rendering Window
69(1)
Summary
70(1)
Matrix Transformations Are Your Friends!
71(38)
Elementary Transformations
73(10)
Rotation and Translations
73(9)
Scaling Transformations
82(1)
OpenGL's Modelview Matrix
83(18)
Modeling Transformations
83(4)
Viewing Transformations
87(9)
The Components of the Modelview Matrix
96(3)
Manipulating the Matrix Directly
99(2)
Viewport and Projection Transformations
101(7)
Viewport Transformations
102(1)
Projection Transformations
103(5)
Summary
108(1)
Try This
108(1)
Creating a Windows OpenGL View Class
109(36)
Encapsulating OpenGL
109(23)
Architecture of the Model-View-Controller
109(2)
Building the OpenGL View Class Framework
111(1)
Customizing the View for OpenGL
112(17)
Using the CopenGLView Class
129(3)
Summary
132(12)
Try This
144(1)
Display Lists and Fonts
145(24)
Caching OpenGL Commands
145(9)
Creating a Display List
146(1)
Recording a Display List
147(1)
Excuting a Display List
148(2)
Generating a Unique Display List ID
150(1)
Deleting and Reusing Display List IDs
151(1)
Sequential Display Lists
152(2)
Sharing Display Lists between RCs and Threads
154(1)
Hierarchical Display Lists
154(2)
Using Display Lists in the CopenGLView Class
156(4)
Rendering Windows Fonts in OpenGL
160(8)
The wglUseFontBitmaps () Function
161(1)
Adding Bitmapped Text to CopenGLView
162(3)
The wglUseFontOutlines () Function
165(3)
Summary
168(1)
Try This
168(1)
OpenGL and Animation
169(12)
Animation Loops in Windows
170(4)
A Slightly Less Extreme Animation Loop
174(1)
Letting Windows Tell Us When to Redraw
175(2)
Getting the Smoothest Animation Possible
177(3)
Try This
180(1)
Colors, Materials, and Lights
181(22)
Color
181(5)
Color and Lighting
181(1)
Color and Shading
182(4)
Materials
186(4)
Types of Material Properties
186(1)
Specifying a Material Property
187(3)
Lighting
190(11)
Enabling Lighting
191(1)
Global Lighting
191(1)
Individual Light Sources
192(3)
Creating a Scene with Multiple Light Sources
195(4)
Optimizing the Rendering of Dynamically Changing Material Properties
199(2)
Try This
201(2)
Textures
203(14)
Windows Bitmap Files
203(3)
A Quick Look at Windows DIB Format
204(1)
A Special Microsoft Extension
204(1)
Reading a Windows Bitmap into an OpenGL Image
205(1)
Changing an Image's Size
206(1)
Specifying a Texture
206(2)
Multiple Images and Large Images
207(1)
Generating Images of Multiple Levels of Detail
207(1)
Introducing the CopenGLImage Class
208(4)
Deciding between Decal and Modulation Mode
208(2)
Using CopenGLImage to Select the Image
210(1)
Controlling Image Quality
211(1)
Applying a Textures to a Surface
212(3)
Repeating Textures and the glTexParameter* () Function
213(1)
Texture Quality and Filtering
214(1)
Texture Objects in OpenGL 1.1
214(1)
Other Texture-Mapping Features
215(1)
Try This
215(2)
Picking Objects in 3-Space
217(4)
Manipulating OpenGL Objects
217(2)
Using Selection Mode
217(1)
Creating Names and a Name Stack
218(1)
Determining Which Objects Are Picked
219(1)
Summary
220(1)
Advanced OpenGL Features
221(26)
Overview of OpenGL Extensions
221(4)
In Pursuit of Extensions
222(2)
Getting an Extension's Address
224(1)
The Vertex Array Extensions Found in OpenGL 1.0
225(1)
OpenGL 1.1
225(13)
Using Vertex Array Pointers
226(1)
Using Color Array Pointers
227(2)
Using Color-Index Array Pointers
229(1)
Using Normal Vector Array Pointers
230(2)
Using Edge-Flag Array Pointers
232(1)
Using Texture-Coordinate Array Pointers
232(2)
Enabling Vertex Array Functionality
234(1)
Rendering an Element of the Array
234(1)
Rendering All or Part of the Array
235(1)
Indirectly Rendering All or Part of the Array
236(1)
Manipulating Arrays of Vertex Arrays
237(1)
When to Modify Vertex Array Data
238(1)
OpenGL 1.1's Texture Objects
238(1)
OpenGL 1.1 Extensions
239(1)
The Silicon Graphics OpenGL Drivers-Cosmo OpenGL
240(1)
OpenGL and Windows 95
241(1)
Measuring Code Speed
242(2)
Shadows
244(1)
Fog
244(1)
Hardware Accelerators
245(1)
Try This
246(1)
OpenGL Resources 247(4)
Index 251

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