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Indeholder "About This Guide", " 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", "1. 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", "2. 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", " Step 1: Enabling Arrays", " Step 2: Specifying Data for the Arrays", " Step 3: Dereferencing and Rendering", " Interleaved Arrays", " Attribute Groups", " Some Hints for Building Polygonal Models of Surfaces", " An Example: Building an Icosahedron", "3. 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", "4. 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", "5. 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: Rendering a Lit Sphere", " Creating Light Sources", " Color", " Position and Attenuation", " Spotlights", " Multiple Lights", " Controlling a Light's Position and Direction", " Selecting a Lighting Model", " Global Ambient Light", " Local or Infinite Viewpoint", " Two-Sided Lighting", " Secondary Specular Color", " Enabling Lighting", " Defining Material Properties", " Diffuse and Ambient Reflection", " Specular Reflection", " Emission", " Changing Material Properties", " Color Material Mode", " The Mathematics of Lighting", " Material Emission", " Scaled Global Ambient Light", " Contributions from Light Sources", " Putting It All Together", " Secondary Specular Color", " Lighting in Color-Index Mode", " The Mathematics of Color-Index Mode Lighting", "6. Blending, Antialiasing, Fog, and Polygon Offset", " Blending", " The Source and Destination Factors", " Sample Uses of Blending", " A Blending Example", " Three-Dimensional Blending with the Depth Buffer", " Antialiasing", " Antialiasing Points or Lines", " Antialiasing Polygons", " Fog", " Using Fog", " Fog Equations", " Polygon Offset", "7. Display Lists", " An Example of Using a Display List", " Display List Design Philosophy", " Creating and Executing a Display List", " Naming and Creating a Display List", " What's Stored in a Display List?", " Executing a Display List", " Hierarchical Display Lists", " Managing Display List Indices", " Executing Multiple Display Lists", " Managing State Variables with Display Lists", " Encapsulating Mode Changes", "8. Drawing Pixels, Bitmaps, Fonts, and Images", " Bitmaps and Fonts", " The Current Raster Position", " Drawing the Bitmap", " Choosing a Color for the Bitmap", " Fonts and Display Lists", " Defining and Using a Complete Font", " Images", " Reading, Writing, and Copying Pixel Data", " Imaging Pipeline", " Pixel Packing and Unpacking", " Controlling Pixel-Storage Modes", " Pixel-Transfer Operations", " Pixel Mapping", " Magnifying, Reducing, or Flipping an Image", " Reading and Drawing Pixel Rectangles", " The Pixel Rectangle Drawing Process", " Tips for Improving Pixel Drawing Rates", " Imaging Subset", " Color Tables", " Convolutions", " Color Matrix", " Histogram", " Minmax", " Combining Pixels Using Blending Equations", " Constant Blending Factors", "9. Texture Mapping", " An Overview and an Example", " Steps in Texture Mapping", " A Sample Program", " Specifying the Texture", " Texture Proxy", " Replacing All or Part of a Texture Image", " One-Dimensional Textures", " Three-Dimensional Textures", " Using a Texture's Borders", " Multiple Levels of Detail", " Filtering", " Texture Objects", " Naming a Texture Object", " Creating and Using Texture Objects", " Cleaning Up Texture Objects", " A Working Set of Resident Textures", " Texture Functions", " Post-Texture Application of Specular Color", " Assigning Texture Coordinates", " Computing Appropriate Texture Coordinates", " Repeating and Clamping Textures", " Automatic Texture-Coordinate Generation", " Creating Contours", " Environment Mapping", " Advanced Features", " The Texture Matrix Stack", " Multitexturing", "10. The Framebuffer", " Buffers and Their Uses", " Color Buffers", " Clearing Buffers", " Selecting Color Buffers for Writing and Reading", " Masking Buffers", " Testing and Operating on Fragments", " Scissor Test", " Alpha Test", " Stencil Test", " Depth Test", " Blending, Dithering, and Logical Operations", " The Accumulation Buffer", " Scene Antialiasing", " Motion Blur", " Depth of Field", " Soft Shadows", " Jittering", "11. Tessellators and Quadrics", " Polygon Tessellation", " Creating a Tessellation Object", " Tessellation Callback Routines", " Tessellation Properties", " Polygon Definition", " Deleting a Tessellation Object", " Tessellation Performance Tips", " Describing GLU Errors", " Backward Compatibility", " Quadrics: Rendering Spheres, Cylinders, and Disks", " Managing Quadrics Objects", " Controlling Quadrics Attributes", " Quadrics Primitives", "12. Evaluators and NURBS", " Prerequisites", " Evaluators", " One-Dimensional Evaluators", " Two-Dimensional Evaluators", " Using Evaluators for Textures", " The GLU NURBS Interface", " A Simple NURBS Example", " Managing a NURBS Object", " Creating a NURBS Curve or Surface", " Trimming a NURBS Surface", "13. Selection and Feedback", " Selection", " The Basic Steps", " Creating the Name Stack", " The Hit Record", " A Selection Example", " Picking", " Hints for Writing a Program That Uses Selection", " Feedback", " The Feedback Array", " Using Markers in Feedback Mode", " A Feedback Example", "14. Now That You Know", " Error Handling", " Which Version Am I Using?", " Utility Library Version", " Window System Extension Versions", " Extensions to the Standard", " Extensions to the Standard for Microsoft Windows (WGL)", " 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", " Hidden-Line Removal with Polygon Offset", " Hidden-Line Removal with the Stencil Buffer", " Texture Mapping Applications", " Drawing Depth-Buffered Images", " Dirichlet Domains", " Life in the Stencil Buffer", " Alternative Uses for glDrawPixels() and glCopyPixels()", "A. Order of Operations", " Overview", " Geometric Operations", " Per-Vertex Operations", " Primitive Assembly", " Pixel Operations", " Texture Memory", " Fragment Operations", " Odds and Ends", "B. State Variables", " The Query Commands", " OpenGL State Variables", " Current Values and Associated Data", " Vertex Array", " Transformation", " Coloring", " Lighting", " Rasterization", " Multisampling", " Texturing", " Pixel Operations", " Framebuffer Control", " Pixels", " Evaluators", " Hints", " Implementation-Dependent Values", " Implementation-Dependent Pixel Depths", " Miscellaneous ", "C. OpenGL and Window Systems", " GLX: OpenGL Extension for the X Window System", " Initialization", " Controlling Rendering", " GLX Prototypes", " AGL: OpenGL Extensions for the Apple Macintosh", " Initialization", " Rendering and Contexts", " Managing an OpenGL Rendering Context", " On-Screen Rendering", " Off-Screen Rendering", " Full-Screen Rendering", " Swapping Buffers", " Updating the Rendering Buffers", " Using an Apple Macintosh Font", " Error Handling", " AGL Prototypes", " PGL: OpenGL Extension for IBM OS/2 Warp", " Initialization", " Controlling Rendering", " PGL Prototypes", " WGL: OpenGL Extension for Microsoft Windows 95/98/NT/ME/2000/XP", " Initialization", " Controlling Rendering", " WGL Prototypes", "D. Basics of GLUT: The OpenGL Utility Toolkit", " Initializing and Creating a Window", " Handling Window and Input Events", " Loading the Color Map", " Initializing and Drawing Three-Dimensional Objects", " Managing a Background Process", " Running the Program", "E. Calculating Normal Vectors", " Finding Normals for Analytic Surfaces", " Finding Normals from Polygonal Data", "F. Homogeneous Coordinates and Transformation Matrices ", " Homogeneous Coordinates", " Transforming Vertices", " Transforming Normals", " Transformation Matrices", " Translation", " Scaling", " Rotation", " Perspective Projection", " Orthographic Projection", "G. Programming Tips", " OpenGL Correctness Tips", " OpenGL Performance Tips", " GLX Tips", "H. OpenGL Invariance", "Glossary", "Index".

Lidt af en bibel om OpenGL, men der er kommet nyere udgaver.
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bnielsen | Nov 19, 2016 |

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