Summary
The Official Reference Document to OpenGL, Version 1.4OpenGL 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 OpenGLreg; 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: bull; bull;A description of the command's parameters bull;The command's effect on rENDering and how OpenGL's state is modified bull;Examples bull;References to related functions bull;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.
Author Biography
Dave Shreiner, a leading OpenGL consultant, 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.
Table of Contents
Preface | |
What You Should Know Before Reading This Manual | |
Style Conventions | |
Acknowledgments | |
Introduction to OpenGL | |
OpenGL Fundamentals | |
OpenGL Primitives and Commands | |
OpenGL as a Procedural Language | |
The OpenGL Execution Model | |
Basic OpenGL Operation | |
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 | |
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 | |
Imaging Subset | |
GLU Routines | |
Texture Images | |
Coordinate Transformation | |
Polygon Tessellation | |
Quadric Objects | |
NURBS Curves and Surfaces | |
State Queries | |
GLX Routines | |
Initialization | |
Controlling Rendering | |
Defined Constants and Associated Commands | |
OpenGL Reference Pages | |
GLU Reference Pages | |
GLX Reference Pages | |
Table of Contents provided by Publisher. All Rights Reserved. |
Excerpts
OpenGL is a software interface to graphics hardware (the "GL" stands for Graphics Library). This interface consists of several hundred functions that allow graphics programmers to specify the objects and operations needed to produce high-quality color images of three-dimensional objects. Many of the functions are actually simple variations of each other, so in reality there are only about 190 substantially different functions. The OpenGL Utility Library (GLU) and the OpenGL Extension tothe X Window System (GLX) provide useful supporting features and complement the core OpenGL set of functions. This manual explains what all these functions do. The following list summarizes the contents of each chapter. Chapter 1, Introduction to OpenGL,provides a conceptual overview of OpenGL. It uses a high-level block diagram to explain all the major stages of processing OpenGL performs. Chapter 2, Overview of Commands and Routines,describes in more detail how OpenGL processes input data (in the form of vertices specifying a geometric object or of pixels defining an image) and how you can control this processing using OpenGL functions. GLU and GLX functions are also discussed. Chapter 3, Summary of Commands and Routines,lists the OpenGL commands in groups according to the tasks they perform. The full prototypes provided in this chapter allow you to use it as a quick reference once you understand what the commands accomplish. Chapter 4, Defined Constants and Associated Commands,lists the constants defined in OpenGL and the commands that use them. Chapter 5, OpenGL Reference Pages,which forms the bulk of this manual, contains reference pages describing each set of related OpenGL commands. Commands with parameters that differ only in data type are described together. Each reference page describes the parameters, the effect of the commands, and what errors might result from using the commands. Chapter 6, GLU Reference Pages,contains reference pages for all GLU commands. Chapter 7, GLX Reference Pages,contains reference pages for all GLX commands. What You Should Know Before Reading This Manual This manual is intended as the companion reference volume to the fourth edition of theOpenGL Programming Guideby the OpenGL Architecture Review Board, Dave Shreiner, Mason Woo, Jackie Neider, and Tom Davis (Boston, MA: Addison-Wesley, 2003). Both books assume that you know how to program in C. While the focus of theOpenGL Programming Guideis on how to use OpenGL, the focus of this reference manual is on how OpenGL works. For a complete understanding of OpenGL, you need both types of information. Another difference between the two books is that most ofthe content of this manual is organized alphabetically, based on the assumption that you know what you don't know and therefore needonly to look up a description of a particular command. TheOpenGL Programming Guideis organized like a tutorial: It explains the simpler OpenGL concepts first and builds up to the more complex ones. Although you don't have to read theOpenGL Programming Guideto understand the command descriptions in this manual, your understanding of their intended use will be much more complete if you have read it. If you don't know much about computer graphics, start with the programming guide rather than this reference manual. In addition, consider these books. Computer Graphics: Principles and Practiceby James D. Foley, Andries van Dam, Steven K. Feiner, and John F. Hughes (Reading, MA: Addison-Wesley)--This book is an encyclopedic treatment of the subject of computer graphics. It includes a wealth of information, but is probably most helpful after you have some experience with the subject. 3D