The Official Guide to Learning OpenGL, Version 1.1 (Redbook Second Edition)
.pdfOpenGL Programming Guide (Addison-Wesley Publishing Company)
coverage calculations for antialiasing: Antialiasing dithering: Dithering
layering with writemasks: Masking Buffers lighting: Lighting in Color-Index Mode
lighting calculations in: The Mathematics of Color-Index Mode Lighting texturing limitations: Specifying the Texture, Steps in Texture Mapping vertex arrays, specifying values with: Step 2: Specifying Data for the Arrays
command syntax: OpenGL Command Syntax
compositing images: Sample Uses of Blending
compositing transformations: Examples of Composing Several Transformations
computational solid geometry: CSG Uses for Winding Rules capping: Stencil Examples
difference of several contours: CSG Uses for Winding Rules interference regions: Finding Interference Regions intersection of two contours: CSG Uses for Winding Rules union of several contours: CSG Uses for Winding Rules
Computer Graphics:
Principles and Practice: Homogeneous Coordinates and Transformation Matrices, RGBA versus Color-Index Mode, What You Should Know Before Reading This Guide
computer-aided design:
orthographic parallel projection, use of: Orthographic Projection
concave polygons:
GLU tessellation: Polygon Tessellation
stencil buffer, drawing with the: Drawing Filled, Concave Polygons Using the Stencil Buffer
cones: Quadrics: Rendering Spheres, Cylinders, and Disks; Initializing and Drawing Three-Dimensional Objects
improving rendering of: Dirichlet Domains
constant attenuation: Position and Attenuation
contours: Creating Contours
control points: One-Dimensional Example: A Simple Bézier Curve; A Simple NURBS Example; Two-Dimensional Evaluators; Evaluators and NURBS
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
convex polygons: Polygons
Conway, John: Life in the Stencil Buffer
coordinate systems:
local: Using glTranslate*() and glRotate*(), Grand, Fixed Coordinate System
coordinate systems:
grand, fixed: Building a Solar System, Using glTranslate*() and glRotate*(), Grand, Fixed Coordinate System
local: Building a Solar System, Building an Articulated Robot Arm simple 2D: Coordinate System Survival Kit
coordinates:
See clip coordinates, depth coordinates, eye coordinates, homogeneous coordinates, normalized device coordinates, object coordinates, q texture coordinates, texture coordinates, w coordinates, or window coordinates: Grand, Fixed Coordinate System
coverage, pixel: Antialiasing
Coxeter, H. S. M.: Homogeneous Coordinates and Transformation Matrices
cross product: Using the gluLookAt() Utility Routine; Finding Normals for Analytic Surfaces
CSG, See computational solid geometry: CSG Uses for Winding Rules
culling: Reversing and Culling Polygon Faces
rendering pipeline stage: Primitive Assembly, Primitive Assembly
curves and curved surfaces: Curves and Curved Surfaces aaa: Evaluators and NURBS
Curves and Surfaces for Computer-Aided Geometric Design: Prerequisites
cylinders: Quadrics: Rendering Spheres, Cylinders, and Disks
data types:
RGBA color conversion: Specifying a Color in RGBA Mode special OpenGL: OpenGL Command Syntax
texture data: Specifying the Texture
warning about data type conversions: OpenGL Correctness Tips
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
decals: Making Decals; Alpha Test polygon offset used for: Polygon Offset texture function: Texture Functions
depth buffer:
clearing: Clearing the Window
depth buffer: Depth Buffer; A Hidden-Surface Removal Survival Kit; Buffers and Their Uses aaa: A Hidden-Surface Removal Survival Kit
background, using masking for a common: Masking Buffers
blending, use for three-dimensional: Three-Dimensional Blending with the Depth Buffer clearing: A Hidden-Surface Removal Survival Kit
clearing: Clearing Buffers decals, for: Making Decals
Dirichlet domains, for: Dirichlet Domains
drawing static backgrounds: Drawing Depth-Buffered Images masking: Masking Buffers
near frustum plane effect on resolution: OpenGL Correctness Tips
pixel data: Pixel-Transfer Operations, Copying Pixel Data within the Frame Buffer
depth coordinates: The Transformed Depth Coordinate; Overview: The Camera Analogy perspective division: The Transformed Depth Coordinate
picking use: Picking and Depth Values polygon offset: Polygon Offset
rendering pipeline stage for depth-range operations: Primitive Assembly, Primitive Assembly sample program with picking: Picking and Depth Values
selection hit records: The Hit Record
depth test: Depth Test aaa: Depth Test
rendering pipeline stage: Fragment Operations, Fragment Operations
depth-cuing, See fog: Fog
depth-of-field effect: Depth of Field sample program: Depth of Field
destination factor, See blending: The Source and Destination Factors
diffuse:
contribution to lighting equation: Diffuse Term light: Color, Ambient, Diffuse, and Specular Light
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
material properties: Diffuse and Ambient Reflection, Material Colors
directional light source: Position and Attenuation
Dirichlet domains: Dirichlet Domains
disks: Quadrics: Rendering Spheres, Cylinders, and Disks
display lists: State Management and Drawing Geometric Objects nesting: Hierarchical Display Lists
display lists: An Example of Using a Display List changing mode settings: Encapsulating Mode Changes compiling: Naming and Creating a Display List creating: Creating and Executing a Display List deleting: Managing Display List Indices
disadvantages: Executing a Display List, Display-List Design Philosophy
error handling: OpenGL Correctness Tips, Creating and Executing a Display List executing: Executing a Display List
executing: Creating and Executing a Display List executing multiple: Executing Multiple Display Lists
font creation: Fonts and Display Lists, Executing Multiple Display Lists hierarchical: Hierarchical Display Lists
immediate mode, mixing with: Executing a Display List indices for, obtaining: Naming and Creating a Display List naming: Naming and Creating a Display List
nesting limit, querying: Hierarchical Display Lists networked operation: What's Stored in a Display List performance tips: OpenGL Performance Tips
querying use of an index: Managing Display List Indices rendering pipeline stage: Display Lists
sample program creating a font: Executing Multiple Display Lists
sample program for creating: An Example of Using a Display List, Creating and Executing a Display List
sharing among rendering contexts: Managing an OpenGL Rendering Context, Managing an OpenGL Rendering Context
state variables saved and restored: Managing State Variables with Display Lists tessellation, use with: Tessellator Performance Tips
uses for: Display-List Design Philosophy, Encapsulating Mode Changes vertex-array data: What's Stored in a Display List
what can be stored in: What's Stored in a Display List
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
distorted images: Cheap Image Transformation
texture images: Computing Appropriate Texture Coordinates
dithering: Dithering; OpenGL Correctness Tips; Dithering and clearing: Clearing Buffers
rendering pipeline stage: Fragment Operations, Fragment Operations
dot product:
lighting calculations, use in: Spotlight Effect
double-buffering: Animation
automatic glFlush(): Forcing Completion of Drawing
changing between single-buffering and: Changing between Display Modes object selection using the back buffer: Object Selection Using the Back Buffer querying its presence: Color Buffers
sample program: Motion = Redraw + Swap
drawing:
forcing completion of: Forcing Completion of Drawing points: OpenGL Geometric Drawing Primitives
polygons: OpenGL Geometric Drawing Primitives, Polygons as Points, Outlines, or Solids rectangles: Rectangles
drawing:
clearing the window: Clearing the Window icosahedron: An Example: Building an Icosahedron preparing for: A Drawing Survival Kit
spheres, cylinders, and disks: Quadrics: Rendering Spheres, Cylinders, and Disks
drawing pixel data, See pixel data: Drawing Pixels, Bitmaps, Fonts, and Images
Duff, Tom: Sample Uses of Blending
edge flags: Marking Polygon Boundary Edges
tessellated polygons generate: Tessellation Callback Routines
vertex arrays, specifying values with: Step 2: Specifying Data for the Arrays
emission: Material Emission; Emission; Material Colors
enabling:
alpha test: Alpha Test
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
antialiasing of points or lines: Antialiasing Points or Lines antialiasing polygons: Antialiasing Polygons
blending: The Source and Destination Factors
color material properties mode: Changing Material Properties depth test: Depth Test
dithering: Dithering, Dithering
evaluators: One-Dimensional Example: A Simple Bézier Curve, Defining and Evaluating a Two-Dimensional Evaluator
fog: Using Fog
lighting: Enabling Lighting line stippling: Stippled Lines
logical operations: Logical Operations
normal vectors for evaluated surfaces, automatic generation of: A Simple NURBS Example, Defining and Evaluating a Two-Dimensional Evaluator
polygon offset: Polygon Offset polygon stippling: Stippling Polygons stencil test: Stencil Test
texture coordinate generation: Creating Contours texturing: Enable Texture Mapping, A Sample Program unit length normal vectors ensured: Normal Vectors
endianness: Controlling Pixel-Storage Modes
environment mapping: Environment Mapping
error handling: Error Handling
error string description: Error Handling recommended usage: OpenGL Correctness Tips
evaluators: Evaluators
basis functions: Prerequisites, Defining and Evaluating a One-Dimensional Evaluator
evenly spaced values: Defining Evenly Spaced Coordinate Values in One Dimension, Defining Evenly Spaced Coordinate Values in Two Dimensions
one-dimensional: One-Dimensional Evaluators rendering pipeline stage: Evaluators
sample program using mesh for 2D Bézier surface: Defining Evenly Spaced Coordinate Values in Two Dimensions
sample program which draws 1D Bézier curve: One-Dimensional Example: A Simple Bézier Curve sample program which draws 2D Bézier surface: Two-Dimensional Example: A Bézier Surface sample program which generates texture coordinates: Using Evaluators for Textures
tessellation usage: OpenGL Performance Tips
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
texture coordinates, generating: Using Evaluators for Textures
two-dimensional: Two-Dimensional Example: A Bézier Surface, Two-Dimensional Evaluators
event management, using GLUT: Handling Input Events
example programs, See programs: Running the Program
extensions:
vendor-specific: Extensions to the Standard
eye coordinates: Additional Clipping Planes; Overview: The Camera Analogy
texture coordinate generation: Automatic Texture-Coordinate Generation, Creating Contours
fade effect: An Easy Fade Effect
Farin, Gerald E.: Prerequisites
feedback: Feedback
array contents: A Feedback Example
pass-through markers: Using Markers in Feedback Mode querying current rendering mode: The Basic Steps returned data: The Feedback Array
sample program: A Feedback Example steps to perform: Feedback
tessellation, obtaining vertex data after: Tessellator Performance Tips
Feiner, Steven K.: What You Should Know Before Reading This Guide; Homogeneous Coordinates and Transformation Matrices
field of view: The Projection Transformation
field of view:
calculate, using trigonometry to: Troubleshooting Transformations
filtering: Filtering
mipmapped textures: Multiple Levels of Detail, Filtering texture border colors: Repeating and Clamping Textures
flat shading: Specifying a Shading Model
flight simulation: fog, use of: Fog
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
flushing: OpenGL Correctness Tips; Forcing Completion of Drawing
fog: Fog
blending factors: Fog Equations
color-index mode: Fog in Color-Index Mode density: Fog Equations
enabling: Using Fog equations: Fog Equations hints: Using Fog
RGBA mode: Fog in RGBA Mode
sample program in color-index mode: Fog in Color-Index Mode sample program in RGBA mode: Using Fog
Foley, James D.: What You Should Know Before Reading This Guide; RGBA versus Color-Index Mode; Homogeneous Coordinates and Transformation Matrices
fonts:
X fonts, using: Using an X Font
fonts: Fonts and Display Lists
antialiased characters (by masking): Antialiased Characters antialiased characters (by texturing): Texture-Mapping Applications bitmapped: Defining and Using a Complete Font
creating with display lists: Executing Multiple Display Lists drawing: Drawing the Bitmap
drawing as bitmaps: Bitmaps and Fonts multi-byte: Fonts and Display Lists
same program: Defining and Using a Complete Font
sample program using multiple display lists: Executing Multiple Display Lists
Foran, Jim: The q Coordinate
foreshortening, perspective: Perspective Projection
fragments: The Framebuffer alpha test: Alpha Test blending: Blending
depth test: Depth Test
rendering pipeline operations: Fragment Operations, Fragment Operations scissor test: Scissor Test
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
tests: Testing and Operating on Fragments texture functions: Texture Functions
framebuffer: The Framebuffer; RGBA versus Color-Index Mode capacity per pixel: Buffers and Their Uses
clearing: Clearing Buffers
copying pixel data within: Imaging Pipeline, Copying Pixel Data within the Frame Buffer, Reading, Writing, and Copying Pixel Data
enabling for reading: Selecting Color Buffers for Writing and Reading enabling for writing: Selecting Color Buffers for Writing and Reading minimum configuration with the X Window System: Buffers and Their Uses querying color resolution: RGBA versus Color-Index Mode
reading pixel data from: Reading, Writing, and Copying Pixel Data, Reading Pixel Data from Frame Buffer to Processor Memory
writing pixel data to: Writing Pixel Data from Processor Memory to Frame Buffer, Reading, Writing, and Copying Pixel Data
front-facing polygons: Reversing and Culling Polygon Faces
front-facing polygons:
specifying material property for: Defining Material Properties two-sided lighting: Two-sided Lighting
frustum: Perspective Projection
ftp (file-transfer protocol) site:
GLUT source code: How to Obtain the Sample Code
GLX specification: GLX: OpenGL Extension for the X Window System OpenGL Programming Guide: How to Obtain the Sample Code
Fundamentals of Computer Aided Geometric Design: Prerequisites
Fundamentals of Three-Dimensional Computer Graphics: Texture Mapping
Game of Life: Life in the Stencil Buffer
gamma correction: RGBA versus Color-Index Mode
Gardner, Martin: Life in the Stencil Buffer
geometric primitives: Describing Points, Lines, and Polygons; Overview performance when specifying: OpenGL Performance Tips
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
rendering pipeline stage: Primitive Assembly
geosciences:
use of texturing in applications: Automatic Texture-Coordinate Generation
giraffe: Color-Index Display Mode
GLU:
tessellation: Polygon Tessellation
glAccum(): The Accumulation Buffer
glAlphaFunc(): Alpha Test
glAreTexturesResident(): A Working Set of Resident Textures
glArrayElement(): Dereference a Single Array Element
legal between glBegin() and glEnd(): Restrictions on Using glBegin() and glEnd()
Glassner, Andrew S. : What You Should Know Before Reading This Guide
glBegin(): OpenGL Geometric Drawing Primitives; OpenGL Geometric Drawing Primitives; Tessellation Callback Routines
restrictions: Restrictions on Using glBegin() and glEnd()
glBindTexture(): A Sample Program; Creating and Using Texture Objects
glBitmap(): Drawing the Bitmap; Bitmaps and Fonts feedback mode: The Feedback Array
fonts, used for: Defining and Using a Complete Font imaging pipeline operations: Imaging Pipeline
pixel-storage modes effect: Controlling Pixel-Storage Modes
glBlendFunc(): The Source and Destination Factors
glCallList(): Executing a Display List; Creating and Executing a Display List; An Example of Using a Display List
legal between glBegin() and glEnd(): Restrictions on Using glBegin() and glEnd()
glCallLists(): Executing Multiple Display Lists fonts, use for: Fonts and Display Lists
legal between glBegin() and glEnd(): Restrictions on Using glBegin() and glEnd()
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