OpenGL Reference Manual: The Official Reference Document to OpenGL, Version 1.2 / Edition 3

OpenGL Reference Manual: The Official Reference Document to OpenGL, Version 1.2 / Edition 3

by Dave Shreiner, OpenGL Architecture Review Board, Dave (Ed.) Schreiner
     
 

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, Third Edition, is the comprehensive and

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Overview

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, Third Edition, is the comprehensive and definitive documentation of all OpenGL functions. This third edition covers OpenGL Version 1.2, including its newest features: 3D texture mapping; multitexturing; mipmapped texture level-of-detail control; new pixel storage formats, including packed and reversed (BGRA) formats; rescaling vertex normals; and specular lighting after texturing. In addition, this book documents the newest routines in the OpenGL Utility Library (GLU 1.3) and added functionality in the OpenGL extension to the X Window System (GLX 1.3).

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

  • A description of the command's parameters
  • The effects on rendering and the OpenGL state by the command
  • Examples
  • Errors generated by functions
  • References to related functions

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

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. Originallydeveloped 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 industry leaders, such as 3Dlabs, Compaq, Evans & Sutherland, Hewlett-Packard, IBM, Intel, Intergraph, Microsoft, NVIDIA, and SGI.

The OpenGL® Reference Manual, Third Edition, has been completely revised and updated for OpenGL, Version 1.2, by Dave Shreiner, in collaboration with the ARB.



0201657651B04062001

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Product Details

ISBN-13:
9780201657654
Publisher:
Pearson Education
Publication date:
12/23/1999
Series:
OpenGL Series
Edition description:
Older Edition
Pages:
720
Product dimensions:
7.39(w) x 9.05(h) x 1.39(d)

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Meet the Author

Table of Contents

Preface.
What You Should Know Before Reading This Manual.
Style Conventions.
Acknowledgments.
1. Introduction to OpenGL.
OpenGL Fundamentals.
OpenGL Primitives and Commands.
OpenGL as a Procedural Language.
The OpenGL Execution Model.

Basic OpenGL Operation.

2. Overview of Commands and Routines.
The OpenGL Processing Pipeline.
Vertices.
ARB Imaging Subset.
Fragments.

Additional OpenGL Commands.
Using Evaluators.
Performing Selection and Feedback.
Using Display Lists.
Managing Modes and Execution.
Obtaining State Information.

OpenGL Utility Library.
Manipulating Images for Use in Texturing.
Transforming Coordinates.
Polygon Tessellation.
Rendering Spheres, Cylinders, and Disks.
NURBS Curves and Surfaces.
Handling Errors.

OpenGL Extension to the X Window System.
Initialization.
Controlling Rendering.

3. Summary of Commands and Routines.
Notation.
OpenGL Commands.
Primitives.
Vertex Arrays.
Coordinate Transformation.
Coloring and Lighting.
Clipping.
Rasterization.
Pixel Operations.
Textures.
Fog.
Frame Buffer Operations.
Evaluators.
Selection and Feedback.
Display Lists.
Modes and Execution.
State Queries.

ARB Extensions.
Multitexture.
Imaging Subset.

GLU Routines.
Texture Images.
Coordinate Transformation.
Polygon Tessellation.
Quadric Objects.
NURBS Curves and Surfaces.
State Queries.

GLX Routines.
Initialization.
Controlling Rendering.

4. Defined Constants and Associated Commands.
5. OpenGL Reference Pages.
6. GLU Reference Pages.
7. GLX Reference Pages.

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