The Official Guide to Learning OpenGL, Version 1.1 (Redbook Second Edition)
.pdfOpenGL Programming Guide (Addison-Wesley Publishing Company)
Microsoft Win32, See Win32: WGL: OpenGL Extension for Microsoft Windows NT and Windows
95
Microsoft Windows: OpenGL-Related Libraries
Microsoft Windows 95: WGL: OpenGL Extension for Microsoft Windows NT and Windows 95 Microsoft Windows NT: How to Obtain the Sample Code
Microsoft Windows to OpenGL interface, See WGL: OpenGL-Related Libraries
mipmapping:
texture objects for mipmaps: Creating and Using Texture Objects
mipmapping: Multiple Levels of Detail minification filters: Filtering
mirroring objects, See scaling: Scale
modeling transformations: Viewing and Modeling Transformations
modeling transformations: Modeling Transformations ; The Modeling Transformation camera analogy: Overview: The Camera Analogy
connection to viewing transformations: The Modeling Transformation example: A Modeling Transformation Code Example
rotation: Rotate
rotation matrix: Rotation
sample program: A Modeling Transformation Code Example scaling: Scale
scaling matrix: Scaling translation: Translate translation matrix: Translation
models:
rendering wireframe and solid: Drawing Three-Dimensional Objects, Initializing and Drawing Three-Dimensional Objects
modelview matrix: General-Purpose Transformation Commands ; Overview: The Camera Analogy arbitrary clipping planes, effect on: Additional Clipping Planes
stack: The Modelview Matrix Stack
motion blur: Motion Blur
stippling, with: An Easy Fade Effect
motion, See animation: Animation
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
movie clips: Alternative Uses for glDrawPixels() and glCopyPixels()
multiple layers:
displaying with overlap: Displaying Layers
name stack: The Basic Steps creating: Creating the Name Stack
initializing: Creating the Name Stack loading: Creating the Name Stack
multiple names: Picking with Multiple Names and a Hierarchical Model popping: Creating the Name Stack
pushing: Creating the Name Stack
querying maximum depth: Creating the Name Stack
networked operation: Forcing Completion of Drawing attribute groups, saving and restoring: Attribute Groups display lists: What's Stored in a Display List
versions: Which Version Am I Using?
Non-Uniform Rational B-Splines, see NURBS: OpenGL-Related Libraries
nonplanar polygons: Polygons
normal vectors:
normalized: Normal Vectors
normal vectors: Define Normal Vectors for Each Vertex of Every Object; Normal Vectors calculating: Calculating Normal Vectors
calculating for analytic surfaces: Finding Normals for Analytic Surfaces calculating for polygonal data: Finding Normals from Polygonal Data calculating length: Normal Vectors
cross product, calculating normalized: Calculating Normal Vectors for a Surface enabling automatic unit length division: Normal Vectors
inverse matrix generated: Odds and Ends
matrix transformations: Overview: The Camera Analogy NURBS, generating for: Create a NURBS Curve or Surface quadrics, generated for: Control Quadrics Attributes
rendering pipeline stage: Per-Vertex Operations, Per-Vertex Operations specifying: Normal Vectors
tessellation, specifying for: Tessellation Callback Routines transformations: Transforming Normals
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
unit length optimizes performance: OpenGL Performance Tips
vertex arrays, specifying values with: Step 2: Specifying Data for the Arrays
normal, See normal vectors: Normal Vectors
normalized device coordinates: Overview: The Camera Analogy
NURB Curves and Surfaces (book title): Prerequisites
NURBS: The GLU NURBS Interface
creating a NURBS curve or surface: Create a NURBS Curve or Surface creating a NURBS object: Manage a NURBS Object
culling: Control NURBS Rendering Properties deleting a NURBS object: Manage a NURBS Object display list use: An Example of Using a Display List error handling: Handle NURBS Errors
method of display (lines or filled polygons): Control NURBS Rendering Properties normal vectors, generating: Create a NURBS Curve or Surface
properties, controlling NURBS: Control NURBS Rendering Properties querying property value: Control NURBS Rendering Properties references: Prerequisites
sample program which draws a lit NURBS surface: A Simple NURBS Example sample program with a trimmed surface: Trim a NURBS Surface
sampling precision: Control NURBS Rendering Properties source for matrices: Control NURBS Rendering Properties steps to use: A Simple NURBS Example
texture coordinate generation: Create a NURBS Curve or Surface trimming: Trim a NURBS Surface
NURBS Book, The: Prerequisites
NURBS for Curve and Surface Design: Prerequisites
object coordinates: Overview: The Camera Analogy
texture coordinate generation: Automatic Texture-Coordinate Generation
objects, See models: Drawing Three-Dimensional Objects
opacity: Blending
Open Inventor: OpenGL-Related Libraries; What Is OpenGL?
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
OpenGL Extension to the X Window System, see GLX: OpenGL-Related Libraries
OpenGL Programming for the X Window System: OpenGL-Related Libraries; GLUT, the OpenGL Utility Toolkit;
Basics of GLUT: The OpenGL Utility Toolkit; How to Obtain the Sample Code; GLX: OpenGL Extension for the X Window System
OpenGL Reference Manual: GLX: OpenGL Extension for the X Window System
OpenGL Reference Manual: Order of Operations; What You Should Know Before Reading This Guide; The Query Commands
OpenGL Utility Library, see GLU: OpenGL-Related Libraries
OpenGL Utility Toolkit, see GLUT: OpenGL-Related Libraries
orthographic parallel projection: The Projection Transformation; Orthographic Projection jittering: Scene Antialiasing
matrix: Orthographic Projection
specifying with integer coordinates: OpenGL Correctness Tips
outlined polygons: Marking Polygon Boundary Edges; Polygons as Points, Outlines, or Solids polygon offset solution: Polygon Offset
overlapping objects: Finding Interference Regions
painting: Blending; Alternative Uses for glDrawPixels() and glCopyPixels(); Sample Uses of Blending
partial disks: Quadrics: Rendering Spheres, Cylinders, and Disks
pass-through markers: Using Markers in Feedback Mode
performance tips:
light sources, effect of additional: Create, Position, and Enable One or More Light Sources
performance tips:
clearing the window: Clearing the Window display lists: An Example of Using a Display List flat shading: OpenGL Performance Tips
flushing the pipeline: Forcing Completion of Drawing fog: Fog
GLX tips: GLX Tips
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
hints: Antialiasing
light source attenuation, effect of: Position and Attenuation list of general tips: OpenGL Performance Tips
material properties, changing: OpenGL Performance Tips NURBS and display lists: An Example of Using a Display List pixel data alignment: Controlling Pixel-Storage Modes
pixel data, drawing: Tips for Improving Pixel Drawing Rates polygon restrictions: Polygons
polygon subdivision: Some Hints for Building Polygonal Models of Surfaces pushing and popping attribute groups: OpenGL Performance Tips
rasterization and fragment operations for pixel data: OpenGL Performance Tips removing hidden surfaces: A Hidden-Surface Removal Survival Kit
specifying geometric primitives: OpenGL Performance Tips tessellation and display lists: An Example of Using a Display List tessellation, use of: Tessellator Performance Tips
texture images, internal format of: Specifying the Texture texture objects: OpenGL Performance Tips, Texture Objects texture subimages: OpenGL Performance Tips
two-sided lighting: Two-sided Lighting
unit-length normal vectors: OpenGL Performance Tips
vector and scalar forms of commands: OpenGL Performance Tips vertex arrays: OpenGL Performance Tips
perspective projection: Perspective Projection
correction hint: A Sample Program, A Sample Program, Antialiasing depth coordinates, effect on: The Transformed Depth Coordinate jittering: Scene Antialiasing
matrix: Perspective Projection
perspective division: Overview: The Camera Analogy
PGL:
pglIsIndirect(): Managing an OpenGL Rendering Context
PGL: PGL: OpenGL Extension for IBM OS/2 Warp; OpenGL-Related Libraries pglChooseConfig(): Initialization, Initialization
pglCopyContext(): Managing an OpenGL Rendering Context, Controlling Rendering pglCreateContext(): Controlling Rendering, Managing an OpenGL Rendering Context pglDestroyContext(): Managing an OpenGL Rendering Context, Controlling Rendering pglGetCurrentContext(): Controlling Rendering, Managing an OpenGL Rendering Context pglGetCurrentWindow(): Managing an OpenGL Rendering Context, Controlling Rendering pglGrabFrontBitmap(): Controlling Rendering, Access the Bitmap of the Front Buffer
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
pglIsIndirect(): Controlling Rendering
pglMakeCurrent(): Managing an OpenGL Rendering Context, Controlling Rendering pglQueryCapability(): Initialization, Initialization
pglQueryConfigs(): Initialization, Initialization pglQueryVersion(): Initialization, Initialization
pglReleaseFrontBitmap(): Controlling Rendering, Access the Bitmap of the Front Buffer pglSelectColorIndexPalette(): Controlling Rendering, When you are running in 8-bit (256 color)
mode, you have to worry about color palette management. For windows with a color index Visual Configuration, call pglSelectColorIndexPalette() to tell OpenGL what color-index palette you want to use with your context. A color palette must be selected before the context is initially bound to a window. In RGBA mode, OpenGL sets up a palette automatically.
pglSwapBuffers(): Controlling Rendering, Swapping Buffers pglUseFont(): Using an OS/2 Logical Font, Controlling Rendering pglWaitGL(): Controlling Rendering, Synchronizing Execution pglWaitPM(): Synchronizing Execution, Controlling Rendering
picking: Picking
back buffer for, using the: Object Selection Using the Back Buffer depth coordinates: Picking and Depth Values
hierarchical models: Picking with Multiple Names and a Hierarchical Model projection matrix, special: Picking
sample program: Picking
sample program with depth coordinates: Picking and Depth Values strategies: Hints for Writing a Program That Uses Selection
sweep selection: Hints for Writing a Program That Uses Selection
Piegl, Les: Prerequisites
pipeline:
geometric processing: Geometric Operations
imaging: Reading, Writing, and Copying Pixel Data, Imaging Pipeline rendering: OpenGL Rendering Pipeline
vertex transformation: Overview: The Camera Analogy
pixel:
coverage: Antialiasing
pixel data: Drawing Pixels, Bitmaps, Fonts, and Images; Images aaa: Pixel Operations
byte alignment: Controlling Pixel-Storage Modes byte ordering: Controlling Pixel-Storage Modes
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
copying within the framebuffer: Imaging Pipeline, Copying Pixel Data within the Frame Buffer, Pixel Operations, Pixel Operations, Reading, Writing, and Copying Pixel Data
depth buffer pixel data: Pixel-Transfer Operations, Copying Pixel Data within the Frame Buffer drawing or reading a subrectangle of: Controlling Pixel-Storage Modes
drawing process in detail: The Pixel Rectangle Drawing Process endianness: Controlling Pixel-Storage Modes
feedback mode: The Feedback Array
formats for reading or drawing: Reading Pixel Data from Frame Buffer to Processor Memory formats for storing in memory: Reading Pixel Data from Frame Buffer to Processor Memory, Pixel
Packing and Unpacking
mapping: Pixel Operations, Pixel Operations, Pixel Mapping
packing into processor memory: Pixel Operations, Pixel Packing and Unpacking, Pixel Operations performance tips: Tips for Improving Pixel Drawing Rates
pipeline operations: Imaging Pipeline, Pixel Operations, Reading, Writing, and Copying Pixel Data, Pixel Operations
pixel zoom: Magnifying, Reducing, or Flipping an Image querying pixel mapping information: Pixel Mapping
reading from the framebuffer: Reading, Writing, and Copying Pixel Data, Reading Pixel Data from Frame Buffer to Processor Memory
reading process in detail: The Pixel Rectangle Reading Process
sample code which draws an image: Writing Pixel Data from Processor Memory to Frame Buffer sample program which draws, copies, and zooms pixel data: Magnifying, Reducing, or Flipping an
Image
stencil buffer pixel data: Pixel-Transfer Operations, Reading Pixel Data from Frame Buffer to Processor Memory
storage modes: Controlling Pixel-Storage Modes
transfer modes: Pixel Operations, Pixel Operations, Texture Functions, Pixel-Transfer Operations unpacking from processor memory: Pixel Operations, Pixel Packing and Unpacking, Pixel Operations writing to the framebuffer: Reading, Writing, and Copying Pixel Data, Writing Pixel Data from
Processor Memory to Frame Buffer
points:
drawing: OpenGL Geometric Drawing Primitives
point light source, See positional light source: Position and Attenuation
points: Points
antialiasing: Antialiasing Points or Lines, Drawing Round Points feedback mode: The Feedback Array
querying point size: Point Details
round: Antialiasing Points or Lines, Drawing Round Points
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
size: Point Details
specifying: OpenGL Geometric Drawing Primitives, OpenGL Geometric Drawing Primitives
polygons:
culling the faces: Reversing and Culling Polygon Faces polygon mode: Polygons as Points, Outlines, or Solids reversing the faces: Reversing and Culling Polygon Faces stippling: Stippling Polygons
polygon offset: Polygon Offset
depth slope of a polygon: Polygon Offset enabling: Polygon Offset
hidden-line removal: Hidden-Line Removal with Polygon Offset
polygonal approximations to surfaces: Some Hints for Building Polygonal Models of Surfaces
polygons: Polygons
boundary edges: Marking Polygon Boundary Edges
concave, drawing filled: Drawing Filled, Concave Polygons Using the Stencil Buffer, Polygon Tessellation
convex: Polygons
drawing: OpenGL Geometric Drawing Primitives
drawing as points, lines, or filled: Polygons as Points, Outlines, or Solids feedback mode: The Feedback Array
front and back faces: Reversing and Culling Polygon Faces holes in: Polygons
non-convex: Polygons, Marking Polygon Boundary Edges nonplanar: Polygons
polygon mode: Primitive Assembly, OpenGL Performance Tips, Primitive Assembly sample program with stippled polygons: Stippling Polygons
self-intersecting: Tessellation Callback Routines simple: Polygons
specifying: OpenGL Geometric Drawing Primitives, OpenGL Geometric Drawing Primitives tessellation, specifying for: Polygon Definition
Voronoi: Dirichlet Domains
positional light source: Position and Attenuation
primitives:
geometric: Describing Points, Lines, and Polygons raster: Drawing Pixels, Bitmaps, Fonts, and Images
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
priority of texture objects: Texture Residence Strategies
Procedural Elements for Computer Graphics: Quadrics: Rendering Spheres, Cylinders, and Disks
programs:
aaindex.c: Antialiasing in Color-Index Mode aapoly.c: Antialiasing Polygons
aargb.c: Antialiasing in RGBA Mode accanti.c: Scene Antialiasing accpersp.c: Scene Antialiasing alpha.c: A Blending Example
alpha3D.c: Three-Dimensional Blending with the Depth Buffer bezcurve.c: One-Dimensional Example: A Simple Bézier Curve
bezmesh.c: Defining Evenly Spaced Coordinate Values in Two Dimensions bezsurf.c: Two-Dimensional Example: A Bézier Surface
checker.c: A Sample Program
clip.c: A Clipping Plane Code Example colormat.c: Changing Material Properties cube.c: A Simple Example: Drawing a Cube dof.c: Depth of Field
double.c: Motion = Redraw + Swap drawf.c: Bitmaps and Fonts feedback.c: A Feedback Example fog.c: Using Fog
fogindex.c: Fog in Color-Index Mode font.c: Defining and Using a Complete Font ftp site: How to Obtain the Sample Code hello.c: Running the Program
image.c: Magnifying, Reducing, or Flipping an Image light.c: A Simple Example: Rendering a Lit Sphere lines.c: Stippled Lines
list.c: Creating and Executing a Display List material.c: Changing Material Properties mipmap.c: Multiple Levels of Detail
model.c: A Modeling Transformation Code Example movelight.c: Independently Moving the Light pickdepth.c: Picking and Depth Values picksquare.c: Picking
planet.c: Building a Solar System polys.c: Stippling Polygons
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
quadric.c: Quadrics Primitives
robot.c: Building an Articulated Robot Arm select.c: A Selection Example
smooth.c: Specifying a Shading Model stencil.c: Stencil Examples
stroke.c: Executing Multiple Display Lists surface.c: A Simple NURBS Example
tess.c: Tessellation Callback Routines, Tessellation Callback Routines, Polygon Definition texbind.c: Creating and Using Texture Objects
texgen.c: Creating Contours
texsub.c: Replacing All or Part of a Texture Image texturesurf.c: Using Evaluators for Textures
torus.c, using a display list: An Example of Using a Display List trim.c: Trim a NURBS Surface
unproject.c: Reversing or Mimicking Transformations varray.c: Step 2: Specifying Data for the Arrays
projecting images: Texture-Mapping Applications
projection matrix: The Projection Transformation; General-Purpose Transformation Commands matrix stack: The Projection Matrix Stack
orthographic parallel projection matrix: Orthographic Projection perspective projection matrix: Perspective Projection
shadows created with: Shadows
projection transformations: The Projection Transformation; Projection Transformations camera lens analogy: Overview: The Camera Analogy
collapsing geometry to a single plane: OpenGL Correctness Tips jittering: Scene Antialiasing, Scene Antialiasing
orthographic parallel: OpenGL Correctness Tips, The Projection Transformation, Orthographic Projection
perspective: Perspective Projection picking: Picking
texturing effects: The q Coordinate two-dimensional: Orthographic Projection
proxy textures: Texture Proxy
q texture coordinates: The q Coordinate
avoiding negative values: OpenGL Correctness Tips
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