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OpenGL:Reference Manual / Edition 4

OpenGL:Reference Manual / Edition 4

4.0 1
by OpenGL Architecture Review Board, et al., Dave Shreiner

ISBN-10: 032117383X

ISBN-13: 9780321173836

Pub. Date: 03/19/2004

Publisher: Addison-Wesley

The Official Reference Document to OpenGL, Version 1.4

OpenGL is a powerful software interface used to produce high-quality computer-generated images and interactive graphics applications by rendering 2D and 3D geometric objects, bitmaps, and color images.

Officially sanctioned by the OpenGL Architecture Review Board (ARB), The OpenGL®


The Official Reference Document to OpenGL, Version 1.4

OpenGL is a powerful software interface used to produce high-quality computer-generated images and interactive graphics applications by rendering 2D and 3D geometric objects, bitmaps, and color images.

Officially sanctioned by the OpenGL Architecture Review Board (ARB), The OpenGL® Reference Manual, Fourth Edition, is the comprehensive and definitive documentation of all core OpenGL functions. This fourth edition has been completely revised and updated for OpenGL Versions 1.3 and 1.4.

It features coverage of cube-mapped textures, multisampling, depth textures and shadowing, multitexturing, and register combiners. In addition, this book documents all OpenGL Utility Library functions (GLU 1.3) and the OpenGL extension to the X Window System (GLX 1.3).

A comprehensive reference section documents each set of related OpenGL commands. Each reference page contains:

  • A description of the command's parameters
  • The command's effect on rendering and how OpenGL's state is modified
  • Examples
  • References to related functions
  • Errors generated by each function

This book also includes a conceptual overview of OpenGL, a summary of commands and routines, a chapter on defined constants and associated commands, and descriptions of the multitexturing and imaging subset ARB extensions.

The OpenGL Technical Library provides tutorial and reference books for OpenGL.

The Library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the Architecture Review Board (ARB), an industry consortium responsible for guiding the evolution of OpenGL and related technologies. The OpenGL ARB is composed of leaders in the computer graphics industry: 3Dlabs, Apple, ATI, Dell, Evans & Sutherland, Hewlett-Packard, IBM, Intel, Matrox, NVIDIA, SGI, and Sun Microsystems.

Product Details

Publication date:
OpenGL Series
Edition description:
New Edition
Product dimensions:
7.00(w) x 9.05(h) x 1.81(d)

Related Subjects

Table of Contents

Preface vii
What You Should Know Before Reading This Manual viii
Style Conventions ix
Acknowledgments x

CHAPTER 1. Introduction to OpenGL 1

OpenGL Fundamentals 2
OpenGL Primitives and Commands 2
OpenGL as a Procedural Language 2
The OpenGL Execution Model 3
Basic OpenGL Operation 3

CHAPTER 2. Overview of Commands and Routines 7

The OpenGL Processing Pipeline 8
Vertices 10
ARB Imaging Subset 16
Fragments 17
Additional OpenGL Commands 20
Using Evaluators 20
Performing Selection and Feedback 20
Using Display Lists 21
Managing Modes and Execution 22
Obtaining State Information 22
OpenGL Utility Library 23
Manipulating Images for Use in Texturing 23
Transforming Coordinates 23
Polygon Tessellation 24
Rendering Spheres, Cylinders, and Disks 24
NURBS Curves and Surfaces 25
Handling Errors 26
OpenGL Extension to the X Window System 26
Initialization 26
Controlling Rendering 27

CHAPTER 3. Summary of Commands and Routines 31

Notation 32
OpenGL Commands 33
Primitives 33
Vertex Arrays 34
Coordinate Transformation 35
Coloring and Lighting 35
Clipping 36
Rasterization 36
Pixel Operations 37
Textures 37
Fog 40
Frame Buffer Operations 40
Evaluators 41
Selection and Feedback 42
Display Lists 42
Modes and Execution 43
State Queries 43
ARB Extensions 44
Imaging Subset 44
GLU Routines 46
Texture Images 46
Coordinate Transformation 46
Polygon Tessellation 47
Quadric Objects 48
NURBS Curves and Surfaces 48
State Queries 49
GLX Routines 49
Initialization 49
Controlling Rendering 50

CHAPTER 4. Defined Constants and Associated Commands 53

CHAPTER 5. OpenGL Reference Pages 93

CHAPTER 6. GLU Reference Pages 585

CHAPTER 7. GLX Reference Pages 689

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OpenGL:Reference Manual 4 out of 5 based on 0 ratings. 1 reviews.
Guest More than 1 year ago
The fourth edition of ¿OpenGL Reference Manual¿ edited by Dave Shreiner provides an official command reference for the OpenGL graphics library version 1.4. Published by Addison Wesley (ISBN 0-321-17383-X) the text is approximately 760 pages and has a suggested retail price of $59.99.

First introduced in 1992, OpenGL is an industry standard graphical application programming interface (API) that supports 2D and 3D rendering across a host of platforms. The Architectural Review Board (ARB) governs the OpenGL API and oversees the adoption of new interface functions. Functions (or commands) within the API are usually simple and discrete. A developer calls a series of these small functions in sequence to specify rendering operations. To help utilize the library, the ¿OpenGL Reference Manual¿ supplies key functional documentation in a uniform manner.

The first two chapters provide an introduction to OpenGL, and an overview of the OpenGL architecture. The provided information is largely for reference rather than instruction. Generally, it is assumed the reader has a working knowledge of the pipeline already.

The third and fourth chapters list different groupings of the functional commands to provide the reader with several methods to index and reference functions. The third chapter details all each official OpenGL command categorized by functionality. The fourth chapter lists the various OpenGL constants that are compatible with each command.

Beginning with the fifth chapter, 160 official OpenGL commands are described. Listed alphabetically, every command has the following sections: Name, Function Prototype, Parameters, Description, Notes, Errors, See Also, and (sometimes when appropriate) Associated Gets. The coverage of each command spans an average of 3 pages.

The last two chapters describe fifty-two of the OpenGL Utility Library (GLU) and thirty-five OpenGL X-Windows extension commands. The reference format is identical but slightly shorter (averaging about 2 pages per command).

Overall, the organization and consistency is excellent. Often, material is duplicated per command to save the reader cross-referencing other sections of the book. Throughout the text, the wording is clear and unambiguous (if a bit dry) ¿ exactly what you¿d expect from a reference book of this nature.

The book does have a few shortcomings, however. There is only a small trace of sample source code. While the commands are presented alphabetically by class, the book contained no overall index. OpenGL Extensions (pixel and vertex shader commands, etc.) are not provided since they¿re not officially part of the Standard. Finally, having an electronic version of the text would have been a nice touch ¿ especially one that integrated with the common development environments to provide context sensitive help or electronic searching.

Overall, the latest edition of the ¿OpenGL Reference Manual¿ is a great companion for OpenGL developers. To get the most from this book, readers unfamiliar or interested in learning the API should first read the ¿OpenGL Programming Guide, 4th Edition¿ (ISBN 0-3-211-73491) also published by Addison Wesley.