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9781571691644

OpenGL SuperBible : The Complete Guide to OpenGL Programming for Windows NT and Windows 95

by ;
  • ISBN13:

    9781571691644

  • ISBN10:

    1571691642

  • Edition: 2nd
  • Format: Paperback
  • Copyright: 1999-12-01
  • Publisher: Pearson P T R
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Supplemental Materials

What is included with this book?

Summary

Offering guidance in applying the complex concepts and details, "OpenGL SuperBible" serves both as a reference and as a tutorial manual that covers everything the readers needs to implement the new version of Open GL on the Windows platform. CD contains source code and recompiled examples from the book.

Author Biography

Richard S. Wright, Jr. teaches 3D graphics programming at Full Sail in Orlando, Florida, and is a former Real 3D representative to the OpenGL Architecture Review Board. Richard is also the founder and President of StarStone Software Systems, Inc., and creator of Eye of the Storm, an online, interactive, 3D hurricane and storm tracking system. Michael Sweet is co-founder of Easy Software Products, a small software firm specializing in printing, Internet, and computer graphics technologies.

Table of Contents

Introductionp. 1
Nuts and Bolts--an Introduction to the OpenGL API
3D Graphics Fundamentalsp. 9
What's This All About?p. 9
A Brief History of Computer Graphicsp. 9
A Survey of 3D Effectsp. 13
Common Uses for 3D Graphicsp. 17
Basic 3D Programming Principlesp. 21
Summaryp. 28
What is OpenGL?p. 29
Evolution of a Standardp. 30
How Does OpenGL Work?p. 32
Summaryp. 35
Using OpenGLp. 37
What you'll learn in this chapterp. 37
OpenGL: An API, Not a Languagep. 37
API Specificsp. 40
Platform Independencep. 43
Your First Programp. 45
Drawing Shapes with OpenGLp. 51
Animation with OpenGL and GLUTp. 58
Finally Some 3D!p. 63
Summaryp. 64
Reference Sectionp. 65
Drawing in Space: Lines, Points, and Polygonsp. 79
What you'll learn in this chapterp. 79
Drawing Points in 3Dp. 80
Setting Up a 3D Canvasp. 80
A 3D Point: the Vertexp. 82
Draw Something!p. 83
Setting the Point Sizep. 87
Drawing Lines in 3Dp. 90
Drawing Triangles in 3Dp. 98
Building Solid Objectsp. 102
Other Primitivesp. 111
Summaryp. 120
Reference Sectionp. 120
Moving Around in Space: Coordinate Transformationsp. 135
What you'll learn in this chapterp. 135
Is This the Dreaded Math Chapter?p. 136
Understanding Transformationsp. 136
Matrix Munchingp. 142
Using Projectionsp. 154
Advanced Matrix Manipulationp. 161
Summaryp. 163
Reference Sectionp. 163
Color, Lighting, and Materialsp. 173
What you'll learn in this chapterp. 173
What Is Color?p. 174
PC Color Hardwarep. 177
PC Display Modesp. 178
Using Color in OpenGLp. 180
Color in the Real Worldp. 186
Materials in the Real Worldp. 188
Adding Light to a Scenep. 191
Using a Light Sourcep. 195
Lighting Effectsp. 206
Putting It All Togetherp. 211
Shadowsp. 219
Summaryp. 225
Reference Sectionp. 225
Meat and Potatoes--the Staples of Opengl Rendering
Raster Graphics in Openglp. 241
What you'll learn in this chapterp. 241
Drawing Bitmapsp. 242
Bitmap Fontsp. 245
Bitmaps with Color--Pixmapsp. 250
A Windows .BMP File Viewerp. 252
Drawing Images with Transparencyp. 256
Drawing Indexed Imagesp. 258
Panning an Imagep. 259
Reading Imagesp. 259
Copying Imagesp. 262
Writing .BMP Filesp. 262
Summaryp. 263
Reference Sectionp. 264
Texture Mappingp. 273
What you'll learn in this chapterp. 273
The Basics of Texture Mappingp. 274
Defining Texture Imagesp. 275
Putting It All Together--A 1D Texture Examplep. 279
A 2D Texturing Examplep. 281
Using More Than One Texture Imagep. 281
A Terrain Viewing Programp. 286
Automatically Generating Texture Coordinatesp. 289
Mipmapped Texturesp. 290
Lighting with Texturesp. 294
Replacing Texture Image Datap. 297
3D Texturingp. 298
Summaryp. 299
Reference Sectionp. 300
3d Modeling and Object Compositionp. 309
What you'll learn in this chapterp. 309
Defining the Taskp. 310
Constructing a Model, One Piece at a Timep. 313
Preprocessing Your Modelsp. 325
Summaryp. 341
Reference Sectionp. 341
Visual Effects: Blending and Fogp. 359
What you'll learn in this chapterp. 359
Blendingp. 359
Fogp. 365
Back to the Terrain Viewing Programp. 367
Summaryp. 368
Reference Sectionp. 369
Buffers: Not Just for Animationp. 371
What you'll learn in this chapterp. 371
What Are Buffers?p. 372
Configuring Buffers Using WIN32 Functionsp. 375
Configuring Buffers Using GLUT Functionsp. 378
Picking Only the Buffers You Needp. 378
The Color Bufferp. 379
The Depth Bufferp. 380
The Stencil Bufferp. 386
The Accumulation Bufferp. 389
Summaryp. 393
Reference Sectionp. 393
Beyond Lines and Trianglesp. 397
What you'll learn in this chapterp. 397
Quadricsp. 398
Drawing a Pencilp. 402
Complex Polygonsp. 404
Combining Quadrics and Polygon Tessellatorsp. 411
Tessellating Height Fields (Grids)p. 415
Improving the Terrain Viewing Programp. 416
Summaryp. 417
Reference Sectionp. 418
Curves and Surfaces: What the #%@!and Are Nurbs?p. 429
What you'll learn in this chapterp. 429
Curves and Surfacesp. 430
Evaluatorsp. 432
Nurbsp. 441
Summaryp. 448
Reference Sectionp. 448
Interactive Graphicsp. 471
What you'll learn in this chapterp. 471
Selectionp. 472
Feedbackp. 483
A Feedback Examplep. 485
Summaryp. 492
Reference Sectionp. 492
Imaging With Openglp. 503
What you'll learn in this chapterp. 503
Basics of the OpenGL Imaging Extensionp. 503
The Color Matrixp. 504
Convolution (Filtering)p. 508
Histogram Equalizationp. 509
Summaryp. 510
Reference Sectionp. 510
Common Opengl Extensionsp. 515
What you'll learn in this chapterp. 515
What Extensions Are Available?p. 515
When Should I Use an Extension?p. 516
Checking for Extension Availabilityp. 516
The Swap Hint Extensionp. 518
The Vertex Culling Extensionp. 520
The Multi-Texture Extensionp. 523
Summaryp. 525
Reference Sectionp. 525
Opengl for Windows: Opengl + Win32 = Wiggle
The Opengl Pixel Format and Rendering Contextp. 531
What you'll learn in this chapterp. 531
OpenGL Implementations on Windowsp. 532
Basic Windows Renderingp. 534
Putting It All Togetherp. 545
Windows Palettesp. 555
OpenGL and Windows Fontsp. 565
Full-Screen Renderingp. 568
Multithreaded Renderingp. 572
Summaryp. 573
Reference Sectionp. 574
Non-Windowed Renderingp. 595
The Basics of Offscreen Renderingp. 595
Saving to a BMP Filep. 598
Printing Imagesp. 601
Metafilesp. 602
Summaryp. 604
Real-Time Programming with Openglp. 605
What you'll learn in this chapterp. 605
How Fast Is Fast?p. 606
Windows Animation Techniquesp. 608
Putting the "Real" in Real-Timep. 625
Scene Graph Basicsp. 635
Other Real-Time Techniquesp. 642
Summaryp. 643
Appendixes
Summary of Opengl Updatesp. 647
December 1995p. 647
March 1998p. 648
Further Readingp. 649
Windows Programming Booksp. 649
OpenGL Booksp. 649
3D Graphics Booksp. 649
The Webp. 650
The Opengl State Machinep. 651
Basic OpenGL State Functionsp. 651
Saving and Restoring Statesp. 652
Reference Sectionp. 657
Glossaryp. 661
Indexp. 665
Table of Contents provided by Syndetics. All Rights Reserved.

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