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OpenGL A Primer

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ISBN-10: 0321398114

ISBN-13: 9780321398116

Edition: 3rd 2008

Authors: Edward Angel

List price: $64.99
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KEY MESSAGE: OpenGL(R): A Primer is a concise presentation of fundamental OpenGL, providing readers with a succinct introduction to essential OpenGL commands as well as detailed listings of OpenGL functions and parameters. Angel uses a top-down philosophy to teach computer graphics based on the idea that readers learn modern computer graphics best if they can start programming significant applications as soon as possible. Introduction, Two-Dimensional Programming in OpenGL, Interaction and Animation, Basic Three-Dimensional Programming, Transformations, Lights and Materials, Images, Texture Mapping, Curves and Surfaces, Putting It Together, Looking to the Future. For all readers…    
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Book details

List price: $64.99
Edition: 3rd
Copyright year: 2008
Publisher: Pearson Education
Publication date: 4/25/2007
Binding: Paperback
Pages: 312
Size: 7.40" wide x 9.10" long x 0.80" tall
Weight: 1.276
Language: English

The OpenGL API
What's in OpenGL
OpenGL Versions of Extensions
Programming Conventions
Who Should Use this Primer
Two-Dimensional Programming in OpenGL
A Simple Program
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
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
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
Line-Preserving Transformations
Homogeneous Coordinates
The Model-View and Projection Transformations
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
Pixels and 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
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
Writing Portable, Efficient, Robust Code
Looking to the Future
Versions and Extensions
OPenGL Extensions
Going Beyond Real-Time Graphics
Programmable Pipelines
Shading Languages