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OpenGL Programming Guide
The Official Guide to Learning OpenGL, Version 2.1

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Format
Paperback, 928 pages
Published
United States, 1 August 2007

< h4> < b> < i> OpenGL< sup> & #174; < /sup> Programming Guide, Sixth Edition< /i> < /b> < /h4> < p> OpenGL is a powerful software interface used to produce high-quality, computergenerated images and interactive applications using 2D and 3D objects, bitmaps, and color images.< /p> < p> < i> < b> The OpenGL< sup> & #174; < /sup> Programming Guide, Sixth Edition, < /b> < /i> provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 2.0. This sixth edition of the best-selling "red book" describes the latest features of OpenGL Version 2.1. You will find clear explanations of OpenGL functionality and many basic computer graphics techniques, such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism. In addition, this book provides in-depth coverage of advanced techniques, including texture mapping, antialiasing, fog and atmospheric effects, NURBS, image processing, and more. The text also explores other key topics such as enhancing performance, OpenGL extensions, and cross-platform techniques.< /p> < p> This sixth edition has been updated to include the newest features of OpenGL Version 2.1, including: < /p> < ul> < li> Using server-side pixel buffer objects for fast pixel rectangle download and retrieval< /li> < li> Discussion of the sRGB texture format< /li> < li> Expanded discussion of the OpenGL Shading Language< /li> < /ul> < p> This edition continues the discussionof the OpenGL Shading Language (GLSL) and explains the mechanics of using this language to create complex graphics effects and boost the computational power of OpenGL. < /p> < p> 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 OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies.< /p>

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Product Description

< h4> < b> < i> OpenGL< sup> & #174; < /sup> Programming Guide, Sixth Edition< /i> < /b> < /h4> < p> OpenGL is a powerful software interface used to produce high-quality, computergenerated images and interactive applications using 2D and 3D objects, bitmaps, and color images.< /p> < p> < i> < b> The OpenGL< sup> & #174; < /sup> Programming Guide, Sixth Edition, < /b> < /i> provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 2.0. This sixth edition of the best-selling "red book" describes the latest features of OpenGL Version 2.1. You will find clear explanations of OpenGL functionality and many basic computer graphics techniques, such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism. In addition, this book provides in-depth coverage of advanced techniques, including texture mapping, antialiasing, fog and atmospheric effects, NURBS, image processing, and more. The text also explores other key topics such as enhancing performance, OpenGL extensions, and cross-platform techniques.< /p> < p> This sixth edition has been updated to include the newest features of OpenGL Version 2.1, including: < /p> < ul> < li> Using server-side pixel buffer objects for fast pixel rectangle download and retrieval< /li> < li> Discussion of the sRGB texture format< /li> < li> Expanded discussion of the OpenGL Shading Language< /li> < /ul> < p> This edition continues the discussionof the OpenGL Shading Language (GLSL) and explains the mechanics of using this language to create complex graphics effects and boost the computational power of OpenGL. < /p> < p> 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 OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies.< /p>

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Product Details
EAN
9780321481009
ISBN
0321481003
Other Information
Illustrated
Dimensions
17.8 x 4.1 x 23.1 centimeters (1.34 kg)

Table of Contents

Figures      xxi

Tables      xxv

Examples      xxix

About This Guide      xxxvWhat This Guide Contains      xxxv
What's New in This Edition      xxxviii
What You Should Know Before Reading This Guide      xxxviii
How to Obtain the Sample Code      xxxix
Nate Robins' OpenGL Tutors       xl
Errata       xl
Style Conventions       xlAcknowledgments       xliiiChapter 1: Introduction to OpenGL       1What Is OpenGL?       2
A Smidgen of OpenGL Code       5
OpenGL Command Syntax       7
OpenGL as a State Machine       9
OpenGL Rendering Pipeline       10
OpenGL-Related Libraries       14
Animation 20Chapter 2: State Management and Drawing Geometric Objects       27A Drawing Survival Kit       29
Describing Points, Lines, and Polygons        37
Basic State Management       48
Displaying Points, Lines, and Polygons       50
Normal Vectors       63
Vertex Arrays       65
Buffer Objects       82
Attribute Groups       91
Some Hints for Building Polygonal Models of Surfaces       94Chpater 3: Viewing       103Overview: The Camera Analogy       106
Viewing and Modeling Transformations       117
Projection Transformations       133
Viewport Transformation       138
Troubleshooting Transformations       142
Manipulating the Matrix Stacks       145
Additional Clipping Planesv 149
Examples of Composing Several Transformations       152
Reversing or Mimicking Transformations       160Chapter 4: Color       165Color Perception       166
Computer Color       168
RGBA versus Color-Index Mode 170
Specifying a Color and a Shading Model       176Chapter 5: Lighting 183A Hidden-Surface Removal Survival Kit 185
Real-World and OpenGL Lighting 187
A Simple Example: Rendering a Lit Sphere 190
Creating Light Sources 194
Selecting a Lighting Model 207
Defining Material Properties 211
The Mathematics of Lighting 220
Lighting in Color-Index Mode 226Chapter 6: Blending, Antialiasing, Fog, and Polygon Offset       229Blending       231
Antialiasing       247
Fogv 261
Point Parameters       271
Polygon Offset v274Chapter 7: Display Lists 277Why Use Display Lists?       278
An Example of Using a Display List       279
Display List Design Philosophy v282
Creating and Executing a Display List       285
Executing Multiple Display v292
Managing State Variables with Display Lists        297Chapter 8: Drawing Pixels, Bitmaps, Fonts, and Images       301Bitmaps and Fonts       303
Images       312
Imaging Pipeline       321
Reading and Drawing Pixel Rectangles       337
Using Buffer Objects with Pixel Rectangle Data        341
Tips for Improving Pixel Drawing Rates       345
Imaging Subsetv 346Chapter 9: Texture Mapping       369An Overview and an Example       375
Specifying the Texture       380
Filtering       411
Texture Objects       414
Texture Functions       421
Assigning Texture Coordinates       425
Automatic Texture-Coordinate Generation       434
Multitexturing       443
Texture Combiner Functions       449
Applying Secondary Color after Texturing       455
Sprites       456
The Texture Matrix Stack       457
Depth Textures       459Chapter 10: The Framebuffer       465Buffers and Their Uses       468
Testing and Operating on Fragments       475
The Accumulation Bufferv 490Chapter 11: Tessellators and Quadrics       505Polygon Tessellation       506
Quadrics: Rendering Spheres, Cylinders, and Disks       523Chapter 12: Evaluators and NURBS       533Prerequisites       535
Evaluatorsv 536
The GLU NURBS Interface       550Chapter 13: Selection and Feedback       569Selection       570Feedbackv 591Chapter 14: Now That You Knowv 599Error Handling       601
Which Version Am I Using?       603
Extensions to the Standard       605
Cheesy Translucency       608
An Easy Fade Effect       608
Object Selection Using the Back Buffer       610
Cheap Image Transformation       611
Displaying Layers        612
Antialiased Characters       613
Drawing Round Points       616
Interpolating Images       616
Making Decals       616
Drawing Filled, Concave Polygons Using the Stencil Buffer       618
Finding Interference Regions       619
Shadows       621
Hidden-Line Removal       622
Texture Mapping Applications       624
Drawing Depth-Buffered Images       625
Dirichlet Domains       625
Life in the Stencil Buffer       627
Alternative Uses for glDrawPixels() and glCopyPixels()       628Chapter 15: The OpenGL Shading Language       631The OpenGL Graphics Pipeline and Programmable Shading       632
Using GLSL Shaders       636
The OpenGL Shading Language       644
Creating Shaders with GLSL       645
Accessing Texture Maps in Shaders       661
Shader Preprocessor       664Appendix A: Order of Operations       679Overview       680
Geometric Operations       681
Pixel Operations       682
Fragment Operations       683Odds and Ends       684Appendix B: State Variables       685The Query Commands       686
OpenGL State Variables       688
Appendix C: OpenGL and Window Systems       735Accessing New OpenGL Functions       736
GLX: OpenGL Extension for the X Window System       737
AGL: OpenGL Extensions for the Apple Macintosh       744
PGL: OpenGL Extension for IBM OS/2 Warp       749
WGL: OpenGL Extension for Microsoft Windows 95/98/NT/ME/2000/XP      753Appendix D: Basics of GLUT: The OpenGL Utility Toolkit       759Initializing and Creating a Window       760
Handling Window and Input Events        761
Loading the Color Map       763
Initializing and Drawing Three-Dimensional Objects       763
Managing a Background Process       765
Running the Program      765Appendix E: Calculating Normal Vectors       767Finding Normals for Analytic Surfaces       769
Finding Normals from Polygonal Data       771Appendix F: Homogeneous Coordinates and Transformation Matrices       773Homogeneous Coordinates       774
Transformation Matrices       775Appendix G: Programming Tips       779OpenGL Correctness Tips       780
OpenGL Performance Tips       782
GLX Tips 784Appendix H: OpenGL Invariance       785Appendix I: Built-In OpenGL Shading Language Variables and Functions       789Variables       790
Built-In Functions       802Glossary        815
Index       837

Promotional Information

OpenGL is a powerful software interface used to produce high-quality computer graphics. The OpenGL Programming Guide provides definitve and comprehensive information on OpenGL and the OpenGL Utility Library. It is far and away the most important book on OpenGL, and is commonly referred to by programmers simply as "the red book." The Sixth edition of The OpenGL Programming Guide discusses the latest additions to the OpenGL programming interface. At version 2.1, OpenGL added a number of new features including support for sRGB texture formats (pre-multiplied alpha colors), Pixel Buffer Objects (PBOs) for accelerating the transfer of pixel data for specifying textures and drawing blocks of pixels, and support for the specification of non-square matrices into the OpenGL Shading Language. In addition, updated materials discussing the latest changes to the OpenGL Shading Language (version 1.20) are discussed. This book remains the necessary guide for any developer doing graphics programming.

About the Author

Dave Shreiner, a computer graphics specialist at ARM, Inc., was a longtime member of the core OpenGL team at SGI. He authored the first commercial OpenGL training course, and has been developing computer graphics applications for more than two decades. Dave regularly presents at SIGGRAPH and other conferences worldwide, and is coauthor of the OpenGL® Reference Manual (Addison-Wesley).

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