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Open GL Programming Guide The Official Guide to Learning OpenGL, Version 1.2

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ISBN-10: 0201604582

ISBN-13: 9780201604580

Edition: 3rd 1999

Authors: OpenGL Architecture Review Board Staff, Mason Woo, Jackie Neider, Wayne R. Davis, Mary Beth Sheridan

List price: $59.99
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Description:

This book provides definitive information on OpenGL, a powerful software interface for graphics hardware that enables graphics programmers to produce high-quality color images of 3D objects. The authors' coverage ranges from basic functions of the latest OpenGL release to the sophisticated capabilities of the OpenGL Utility Library. The third edition has been extensively updated to include the newest features of OpenGL, Version 1.2, and includes many code examples and sample color images. The Architecture Review Board (ARB) is an industry consortium responsible for guiding the evolution of OpenGL and related technologies, and is comprised of industry leaders such as Evans & Sutherland,…    
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Book details

List price: $59.99
Edition: 3rd
Copyright year: 1999
Publisher: Addison Wesley Professional
Publication date: 8/16/1999
Binding: Paperback
Pages: 784
Size: 7.36" wide x 9.21" long x 1.42" tall
Weight: 2.640
Language: English

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"