OpenGL Reference Manual The Official Reference Document to OpenGL, Version 1.4

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Edition: 4th
Format: Paperback
Pub. Date: 2004-03-16
Publisher(s): Addison-Wesley Professional
List Price: $69.54

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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

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