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ISBN13: 978-0321237620

ISBN10: 0321237625

Edition: 2ND 05

Copyright: 2005

Publisher: Addison-Wesley Longman, Inc.

Published: 2005

International: No

ISBN10: 0321237625

Edition: 2ND 05

Copyright: 2005

Publisher: Addison-Wesley Longman, Inc.

Published: 2005

International: No

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.

**Features **

- Introduces a set of OpenGL functions and develops program examples that apply these functions in each chapter.
- Presents a non-mathematical treatment of OpenGL that covers the "how to" and gets students programming quickly with OpenGL.
- All chapters include a discussion of common pitfalls.
- All examples have been tested on Windows and Linux.

**New To This Edition **

- Discusses OpenGL 1.2, 1.2, 1.4, and 1.5, the OpenGL shading language, and vertex and fragment shaders.
- Introduces a set of commands and uses running program examples that apply these in each chapter.
- Contains additional examples.

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.

Bézier 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.

ISBN10: 0321237625

Edition: 2ND 05

Copyright: 2005

Publisher: Addison-Wesley Longman, Inc.

Published: 2005

International: No

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.

**Features **

- Introduces a set of OpenGL functions and develops program examples that apply these functions in each chapter.
- Presents a non-mathematical treatment of OpenGL that covers the "how to" and gets students programming quickly with OpenGL.
- All chapters include a discussion of common pitfalls.
- All examples have been tested on Windows and Linux.

**New To This Edition **

- Discusses OpenGL 1.2, 1.2, 1.4, and 1.5, the OpenGL shading language, and vertex and fragment shaders.
- Introduces a set of commands and uses running program examples that apply these in each chapter.
- Contains additional examples.

Table of Contents

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.

Bézier 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.

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