
OpenGL
A Primer: United States Edition
Edward Angel(Author)
Pearson (Publisher)
2nd Edition
Published on 14. May 2004
Book
Paperback/Softback
272 pages
978-0-321-23762-0 (ISBN)
Article exhausted; check for reprint
Description
OpenGL: A Primer is a concise presentation of fundamental OpenGL. The book makes it easy for students to find functions and their descriptions. Supplemental examples are included in every chapter.
More details
Edition
2nd edition
Language
English
Place of publication
United States
Publishing group
Pearson Education (US)
Target group
College/higher education
Dimensions
Height: 235 mm
Width: 191 mm
Thickness: 12 mm
Weight
448 gr
ISBN-13
978-0-321-23762-0 (9780321237620)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
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Content
Preface.
1. Introduction.
The OpenGL API.
What's in OpenGL.
OpenGL Versions of Extensions.
Languages.
Programming Conventions.
Compiling.
Sources.
Who Should Use this Primer.
Outline.
2. Two-Dimensional Programming in OpenGL.
A Simple Program.
GLUT.
Event Loops and Callback Functions.
Drawing a Rectangle.
Changing the GLUT Defaults.
Color in OpenGL.
Coordinate System Differences Between Gand OpenGL.
Two-Dimensional Viewing.
The Viewport.
Coordinate Systems and Transformations.
Simple C, Second Version.
Primitives and Attributes.
Polygon Types.
Color Interpolation.
Text.
Inquires and Errors.
Saving the State.
3. Interaction and Animation.
The Reshape Callback.
The Idle Callback.
A Rotating Square.
Double Buffering.
Using the Keyboard.
Using the Mouse Callback.
Mouse Motion.
Menus.
The NULL Callback.
Sub and Multiple Windows.
Example: single_double.c.
Display Lists.
Picking and Selection Mode.
4. Basic Three-Dimensional Programming.
Cameras and Objects.
Orthographic Projects in OpenGL.
Viewing a Cube.
Locating the Camera.
Building Objects.
Hidden Surface Removal.
GLU and GLUT Objects.
Perspective Projects.
5. Transformations.
Line-Preserving Transformations.
Homogeneous Coordinates.
The Model-View and Projection Transformations.
Translation.
Rotation.
Scaling.
A Rotating Cube.
Setting Matrices Directly.
Transformations and Coordinate Systems.
Modeling with Transformations.
6. Lights and Materials.
Light/Material Interactions.
The Phong Model.
OpenGL Lighting.
Specifying a Light Source.
Specifying a Material.
Shading the Rotating Cube.
Controlling the Lighting Calculation.
Smooth Shading.
Working with Normals.
Transparency.
7. Images.
Pixels and Bitmaps.
Bitmaps.
Drawing Modes.
Reading and Writing Pixels.
Selecting Buffers.
Pixel Store Modes.
Displaying a PPM Image.
Using Luminance.
Pixel Mapping.
Pixel Zoom.
Image Processing in OpenGL.
8. Texture Mapping.
What is a Texture Map?
Constructing a Texture Map.
Texture Coordinates.
Texture Parameters.
A Rotating Cube with Texture.
Applying Textures to Surfaces.
Borders and Sizing.
Mipmaps.
Automatic Texture Coordinate Generation.
Texture Maps for Image Manipulation.
9. Curves and Surfaces.
Parametric Curves.
Parametric Surfaces.
Bezier Curves and Surfaces.
One-Dimensional OpenGL Evaluators.
Two-Dimensional Evaluators.
An Interactive Example.
Other Types of Cures.
The Utah Teapot.
Normals and Shading.
Interpreting Surfaces.
10. Putting It Together.
A Demo Program.
Other OpenGL Features.
Buffers.
Writing Portable, Efficient, Robust Code.
11. Looking to the Future.
Versions and Extensions.
OPenGL Extensions.
Going Beyond Real-Time Graphics.
Programmable Pipelines.
Shading Languages.
Index.
1. Introduction.
The OpenGL API.
What's in OpenGL.
OpenGL Versions of Extensions.
Languages.
Programming Conventions.
Compiling.
Sources.
Who Should Use this Primer.
Outline.
2. Two-Dimensional Programming in OpenGL.
A Simple Program.
GLUT.
Event Loops and Callback Functions.
Drawing a Rectangle.
Changing the GLUT Defaults.
Color in OpenGL.
Coordinate System Differences Between Gand OpenGL.
Two-Dimensional Viewing.
The Viewport.
Coordinate Systems and Transformations.
Simple C, Second Version.
Primitives and Attributes.
Polygon Types.
Color Interpolation.
Text.
Inquires and Errors.
Saving the State.
3. Interaction and Animation.
The Reshape Callback.
The Idle Callback.
A Rotating Square.
Double Buffering.
Using the Keyboard.
Using the Mouse Callback.
Mouse Motion.
Menus.
The NULL Callback.
Sub and Multiple Windows.
Example: single_double.c.
Display Lists.
Picking and Selection Mode.
4. Basic Three-Dimensional Programming.
Cameras and Objects.
Orthographic Projects in OpenGL.
Viewing a Cube.
Locating the Camera.
Building Objects.
Hidden Surface Removal.
GLU and GLUT Objects.
Perspective Projects.
5. Transformations.
Line-Preserving Transformations.
Homogeneous Coordinates.
The Model-View and Projection Transformations.
Translation.
Rotation.
Scaling.
A Rotating Cube.
Setting Matrices Directly.
Transformations and Coordinate Systems.
Modeling with Transformations.
6. Lights and Materials.
Light/Material Interactions.
The Phong Model.
OpenGL Lighting.
Specifying a Light Source.
Specifying a Material.
Shading the Rotating Cube.
Controlling the Lighting Calculation.
Smooth Shading.
Working with Normals.
Transparency.
7. Images.
Pixels and Bitmaps.
Bitmaps.
Drawing Modes.
Reading and Writing Pixels.
Selecting Buffers.
Pixel Store Modes.
Displaying a PPM Image.
Using Luminance.
Pixel Mapping.
Pixel Zoom.
Image Processing in OpenGL.
8. Texture Mapping.
What is a Texture Map?
Constructing a Texture Map.
Texture Coordinates.
Texture Parameters.
A Rotating Cube with Texture.
Applying Textures to Surfaces.
Borders and Sizing.
Mipmaps.
Automatic Texture Coordinate Generation.
Texture Maps for Image Manipulation.
9. Curves and Surfaces.
Parametric Curves.
Parametric Surfaces.
Bezier Curves and Surfaces.
One-Dimensional OpenGL Evaluators.
Two-Dimensional Evaluators.
An Interactive Example.
Other Types of Cures.
The Utah Teapot.
Normals and Shading.
Interpreting Surfaces.
10. Putting It Together.
A Demo Program.
Other OpenGL Features.
Buffers.
Writing Portable, Efficient, Robust Code.
11. Looking to the Future.
Versions and Extensions.
OPenGL Extensions.
Going Beyond Real-Time Graphics.
Programmable Pipelines.
Shading Languages.
Index.