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 | |
Figures | |
Tables | |
Examples | |
Introduction to OpenGL | |
What Is OpenGL? | |
A Smidgen of OpenGL Code | |
OpenGL Command Syntax | |
OpenGL as a State Machine | |
OpenGL Rendering Pipeline | |
Display Lists | |
Evaluators | |
Per-Vertex Operations | |
Primitive Assembly | |
Pixel Operations | |
Texture Assembly | |
Rasterization | |
Fragment Operations | |
OpenGL-Related Libraries | |
Include Files | |
GLUT, the OpenGL Utility Toolkit | |
Animation | |
The Refresh That Pauses | |
Motion = Redraw + Swap | |
State Management and Drawing Geometric Objects | |
A Drawing Survival Kit | |
Clearing the Window | |
Specifying a Color | |
Forcing Completion of Drawing | |
Coordinate System Survival Kit | |
Describing Points, Lines, and Polygons | |
What Are Points, Lines, and Polygons? | |
Specifying Vertices | |
OpenGL Geometric Drawing Primitives | |
Basic State Management | |
Displaying Points, Lines, and Polygons | |
Point Details | |
Line Details | |
Polygon Details | |
Normal Vectors | |
Vertex Arrays | |
Enabling Arrays | |
Specifying Data for the Arrays | |
Dereferencing and Rendering | |
Interleaved Arrays | |
Attribute Groups | |
Some Hints for Building Polygonal Models of Surfaces | |
An Example: Building an Icosahedron | |
Viewing | |
Overview: The Camera Analogy | |
A Simple Example: Drawing a Cube | |
General-Purpose Transformation Commands | |
Viewing and Modeling Transformations | |
Thinking about Transformations | |
Modeling Transformations | |
Viewing Transformations | |
Projection Transformations | |
Perspective Projection | |
Orthographic Projection | |
Viewing Volume Clipping | |
Viewport Transformation | |
Defining the Viewport | |
The Transformed Depth Coordinate | |
Troubleshooting Transformations | |
Manipulating the Matrix Stacks | |
The Modelview Matrix Stack | |
The Projection Matrix Stack | |
Additional Clipping Planes | |
Examples of Composing Several Transformations | |
Building a Solar System | |
Building an Articulated Robot Arm | |
Reversing or Mimicking Transformations | |
Color | |
Color Perception | |
Computer Color | |
RGBA versus Color-Index Mode | |
RGBA Display Mode | |
Color-Index Display Mode | |
Choosing between RGBA and Color-Index Mode | |
Changing between Display Modes | |
Specifying a Color and a Shading Model | |
Specifying a Color in RGBA Mode | |
Specifying a Color in Color-Index Mode | |
Specifying a Shading Model | |
Lighting | |
A Hidden-Surface Removal Survival Kit | |
Real-World and OpenGL Lighting | |
Ambient, Diffuse, Specular, and Emissive Light | |
Material Colors | |
RGB Values for Lights and Materials | |
A Simple Example" | |
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