Open GL Programming Guide 7Edition
OpenGL%20Programming%20Guide%207th
OpenGL%20Programming%20Guide%207th
OpenGL%20Programming%20Guide%207th
User Manual:
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Page Count: 1019 [warning: Documents this large are best viewed by clicking the View PDF Link!]
- Cover Page
- Title Page
- ISBN 978-0321552624
- Contents
- Figures
- Tables
- Examples
- About This Guide
- Acknowledgments
- 1. Introduction to OpenGL
- 2. State Management and Drawing Geometric Objects
- 3. Viewing
- 4. Color
- 5. Lighting
- 6. Blending, Antialiasing, Fog, and Polygon Offset
- 7. Display Lists
- 8. Drawing Pixels, Bitmaps, Fonts, and Images
- 9. Texture Mapping
- 10. The Framebuffer
- 11. Tessellators and Quadrics
- 12. Evaluators and NURBS
- 13. Selection and Feedback
- 14. Now That You Know
- Error Handling
- Which Version Am I Using?
- Extensions to the Standard
- Cheesy Translucency
- An Easy Fade Effect
- Object Selection Using the Back Buffer
- Cheap Image Transformation
- Displaying Layers
- Antialiased Characters
- Drawing Round Points
- Interpolating Images
- Making Decals
- Drawing Filled, Concave Polygons Using the Stencil Buffer
- Finding Interference Regions
- Shadows
- Hidden-Line Removal
- Texture Mapping Applications
- Drawing Depth-Buffered Images
- Dirichlet Domains
- Life in the Stencil Buffer
- Alternative Uses for glDrawPixels() and glCopyPixels()
- 15. The OpenGL Shading Language
- A. Basics of GLUT: The OpenGL Utility Toolkit
- B. State Variables
- The Query Commands
- OpenGL State Variables
- Current Values and Associated Data
- Vertex Array Data State (Not Included in Vertex Array Object State)
- Vertex Array Object State
- Transformation
- Coloring
- Lighting
- Rasterization
- Multisampling
- Texturing
- Pixel Operations
- Framebuffer Control
- Framebuffer Object State
- Renderbuffer Object State
- Pixels
- Evaluators
- Shader Object State
- Program Object State
- Query Object State
- Transform Feedback State
- Vertex Shader State
- Hints
- Implementation-Dependent Values
- Implementation-Dependent Pixel Depths
- Miscellaneous
- C. Homogeneous Coordinates and Transformation Matrices
- D. OpenGL and Window Systems
- Glossary
- Index
- E. Order of Operations
- F. Programming Tips
- G. OpenGL Invariance
- H. Calculating Normal Vectors
- I. Built-In OpenGL Shading Language Variables and Functions
- J. Floating-Point Formats for Textures, Framebuffers, and Renderbuffers
- K. RGTC Compressed Texture Format
- L. std140 Uniform Buffer Layout