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OpenGL A Primer

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ISBN-10: 0321237625

ISBN-13: 9780321237620

Edition: 2nd 2005 (Revised)

Authors: Edward Angel

List price: $26.40
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Description:

OpenGL: A Primer is a concise presentation of fundamental OpenGL. The book makes it easy for students to find functions and their descriptions. Supplemental examples are included in every chapter.Introduces a set of OpenGL functions and develops program examples that apply these functions in each chapter. Presents a non-mathematical treatment of OpenGL that covers the "how to" and gets students programming quickly with OpenGL. All chapters include a discussion of common pitfalls. All examples have been tested on Windows and Linux.This book is for anyone interested in Computer Graphics or Design.
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Book details

List price: $26.40
Edition: 2nd
Copyright year: 2005
Publisher: Addison-Wesley Longman, Incorporated
Publication date: 4/9/2004
Binding: Paperback
Pages: 272
Size: 7.25" wide x 9.00" long x 0.50" tall
Weight: 0.946
Language: English

Preface
Introduction
The OpenGL API
What's in OpenGL
OpenGL Versions of Extensions
Languages
Programming Conventions
Compiling
Sources
Who Should Use this Primer
Outline
Two-Dimensional Programming in OpenGL
A Simple Program
GLUT
Event Loops and Callback Functions
Drawing a Rectangle
Changing the GLUT Defaults
Color in OpenGL
Coordinate System Differences Between Gand OpenGL
Two-Dimensional Viewing
The Viewport
Coordinate Systems and Transformations
Simple C, Second Version
Primitives and Attributes
Polygon Types
Color Interpolation
Text
Inquires and Errors
Saving the State
Interaction and Animation
The Reshape Callback
The Idle Callback
A Rotating Square
Double Buffering
Using the Keyboard
Using the Mouse Callback
Mouse Motion
Menus
The NULL Callback
Sub and Multiple Windows
Example: single_double.c
Display Lists
Picking and Selection Mode
Basic Three-Dimensional Programming
Cameras and Objects
Orthographic Projects in OpenGL
Viewing a Cube
Locating the Camera
Building Objects
Hidden Surface Removal
GLU and GLUT Objects
Perspective Projects
Transformations
Line-Preserving Transformations
Homogeneous Coordinates
The Model-View and Projection Transformations
Translation
Rotation
Scaling
A Rotating Cube
Setting Matrices Directly
Transformations and Coordinate Systems
Modeling with Transformations
Lights and Materials
Light/Material Interactions
The Phong Model
OpenGL Lighting
Specifying a Light Source
Specifying a Material
Shading the Rotating Cube
Controlling the Lighting Calculation
Smooth Shading
Working with Normals
Transparency
Images
Pixels and Bitmaps
Bitmaps
Drawing Modes
Reading and Writing Pixels
Selecting Buffers
Pixel Store Modes
Displaying a PPM Image
Using Luminance
Pixel Mapping
Pixel Zoom
Image Processing in OpenGL
Texture Mapping
What is a Texture Map? Constructing a Texture Map
Texture Coordinates
Texture Parameters
A Rotating Cube with Texture
Applying Textures to Surfaces
Borders and Sizing
Mipmaps
Automatic Texture Coordinate Generation
Texture Maps for Image Manipulation
Curves and Surfaces
Parametric Curves
Parametric Surfaces
BFzier Curves and Surfaces
One-Dimensional OpenGL Evaluators
Two-Dimensional Evaluators
An Interactive Example
Other Types of Cures
The Utah Teapot
Normals and Shading
Interpreting Surfaces
Putting It Together
A Demo Program
Other OpenGL Features
Buffers
Writing Portable, Efficient, Robust Code
Looking to the Future
Versions and Extensions
OPenGL Extensions
Going Beyond Real-Time Graphics
Programmable Pipelines
Shading Languages
Index