The Official Guide to Learning OpenGL, Version 1.1 (Redbook Second Edition)
.pdfOpenGL Programming Guide (Addison-Wesley Publishing Company)
quadratic attenuation: Position and Attenuation
quadrics: Quadrics: Rendering Spheres, Cylinders, and Disks creating an object: Manage Quadrics Objects
destroying an object: Manage Quadrics Objects
drawing as points, lines, and filled polygons: Control Quadrics Attributes error handling: Manage Quadrics Objects
normal vectors, generating: Control Quadrics Attributes orientation: Control Quadrics Attributes
quadratic equation: Quadrics: Rendering Spheres, Cylinders, and Disks sample program: Quadrics Primitives
steps to use: Quadrics: Rendering Spheres, Cylinders, and Disks texture coordinates, generating: Control Quadrics Attributes
quadrilateral:
specifying: OpenGL Geometric Drawing Primitives, OpenGL Geometric Drawing Primitives strip, specifying: OpenGL Geometric Drawing Primitives, OpenGL Geometric Drawing Primitives
raster position: The Current Raster Position after drawing a bitmap: Drawing the Bitmap
current: Odds and Ends, The Current Raster Position current raster color: Choosing a Color for the Bitmap current, obtaining the: The Current Raster Position transformation of: The Current Raster Position
rasterization: Computer Color; The Framebuffer exact, two-dimensional: OpenGL Correctness Tips rendering pipeline stage: Rasterization
reading pixel data, See pixel data: Drawing Pixels, Bitmaps, Fonts, and Images
Real Projective Plane, The: Homogeneous Coordinates and Transformation Matrices
rectangles:
specifying: Rectangles
reducing images: Magnifying, Reducing, or Flipping an Image
reflecting objects, See scaling: Scale
reflection, See material properties: Material Colors
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
reflective objects, See environment mapping: Environment Mapping
refresh, screen: Animation
removing hidden surfaces, See hidden-surface removal: A Hidden-Surface Removal Survival Kit
repeatability: OpenGL Invariance
resident textures: Texture Proxy; A Working Set of Resident Textures management strategies: Texture Residence Strategies
querying residence status: A Working Set of Resident Textures
RGBA mode: RGBA Display Mode
changing between color-index mode and: Changing between Display Modes
choosing between color-index mode and: Choosing between RGBA and Color-Index Mode coverage calculations for antialiasing: Antialiasing
data type conversion: Specifying a Color in RGBA Mode light source colors: RGB Values for Lights and Materials lighting calculations in: The Mathematics of Lighting
material property values: RGB Values for Lights and Materials
vertex arrays, specifying values with: Step 2: Specifying Data for the Arrays
robot arm example: Building an Articulated Robot Arm
Rogers, David: Quadrics: Rendering Spheres, Cylinders, and Disks
Rossignac, Jarek: Finding Interference Regions
rotating images: Texture-Mapping Applications
rotation: Rotate matrix: Rotation
sample programs, See programs: Running the Program
scaling: Scale matrix: Scaling
scaling images: Texture-Mapping Applications
Schneider, Bengt-Olaf: Finding Interference Regions
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
Scientific American: Life in the Stencil Buffer
scissor test: Scissor Test
and clearing: Clearing Buffers
rendering pipeline stage: Fragment Operations, Fragment Operations
Segal, Mark: The q Coordinate
selection: Selection
back buffer for, using the: Object Selection Using the Back Buffer hit records: The Hit Record
programming tips: Hints for Writing a Program That Uses Selection querying current rendering mode: The Basic Steps
rendering pipeline stage: Primitive Assembly sample program: A Selection Example
steps to perform: The Basic Steps
sweep selection: Hints for Writing a Program That Uses Selection
shading:
flat: Specifying a Shading Model smooth: Specifying a Shading Model
shading:
performance tips: OpenGL Performance Tips
sample program with smooth shading: Specifying a Shading Model specifying shading model: Specifying a Shading Model
shadows: The Mathematics of Lighting; Soft Shadows; Shadows
shininess: Specular Reflection aaa: Environment Mapping
silhouette edges: Some Hints for Building Polygonal Models of Surfaces
smoke, See fog: Fog
smooth shading: Specifying a Shading Model
solar system example: Building a Solar System
source factor, See blending: The Source and Destination Factors
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
specular:
contribution to lighting equation: Specular Term light: Ambient, Diffuse, and Specular Light
material properties: Material Colors, Specular Reflection
spheres: Initializing and Drawing Three-Dimensional Objects; Quadrics: Rendering Spheres, Cylinders, and Disks
split-screen:
multiple viewports: Defining the Viewport
spotlights, See light sources: Spotlights
state machine: OpenGL as a State Machine
state variables: Basic State Management attribute groups: Attribute Groups
display list execution, effect of: Managing State Variables with Display Lists enable and disable states: Basic State Management
list of: OpenGL State Variables
performance of storing and restoring: OpenGL Performance Tips querying: Basic State Management
stencil buffer:
clearing: Clearing the Window
stencil buffer: Stencil Buffer; Buffers and Their Uses clearing: Clearing Buffers
concave polygons, for drawing: Drawing Filled, Concave Polygons Using the Stencil Buffer decals, for: Making Decals
Dirichlet domains, for: Dirichlet Domains Game of Life, for the: Life in the Stencil Buffer
hidden-line removal: Hidden-Line Removal with the Stencil Buffer masking: Masking Buffers
pixel data: Pixel-Transfer Operations, Reading Pixel Data from Frame Buffer to Processor Memory
stencil test: Stencil Test
examples of using: Stencil Examples
interference regions found using clipping planes: Finding Interference Regions querying stencil parameters: Stencil Queries
rendering pipeline stage: Fragment Operations, Fragment Operations sample program: Stencil Examples
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
stereo: Selecting Color Buffers for Writing and Reading; Color Buffers querying its presence: Color Buffers
stippling:
lines: Stippled Lines
stippling:
display lists cache stipple patterns: Display-List Design Philosophy enabling line stippling: Stippled Lines
enabling polygon stippling: Stippling Polygons fade effect, use for: An Easy Fade Effect
line pattern reset: Stippled Lines
line pattern reset: A Feedback Example, The Feedback Array polygons: Stippling Polygons
sample program with line stipple: Stippled Lines
sample program with polygon stippling: Stippling Polygons stencil test, use of: Stencil Examples
translucency, use to simulate: Cheesy Translucency
stitching: Polygon Offset
stretching objects, See scaling: Scale
stride:
vertex arrays: Interleaved Arrays, Stride
subdivision: Some Hints for Building Polygonal Models of Surfaces generalized: Generalized Subdivision
icosahedron example: Improving the Model recursive: Improving the Model
subimages: One-Dimensional Textures; Replacing All or Part of a Texture Image
superimposing images: Making Decals
surface normals, See normal vectors: Normal Vectors
surfaces, See evaluators or NURBS: Evaluators and NURBS
swapping buffers, See double-buffering: Animation
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
syntax, See command syntax: OpenGL Command Syntax
Terminator 2: Environment Mapping
tessellation: Polygon Tessellation; Polygons
backward compatibility with obsolete routines: Backward Compatibility begin and end callback routines: Tessellation Callback Routines callback routines: Tessellation Callback Routines
combine callback routine: Tessellation Callback Routines, Tessellation Callback Routines computational solid geometry, winding rules used for: CSG Uses for Winding Rules contours, specifying: Polygon Definition
converting code to use the GLU 1.2 tessellator: Backward Compatibility creating an object: Create a Tessellation Object
decomposition into geometric primitives: Tessellation Callback Routines deleting objects: Deleting a Tessellator Object
display list use: An Example of Using a Display List edge flag generation: Tessellation Callback Routines error handling: Tessellation Callback Routines evaluators used to perform: OpenGL Performance Tips
interior and exterior, determining: Winding Numbers and Winding Rules
intersecting contours combined: Tessellation Callback Routines, Tessellation Callback Routines performance tips: Tessellator Performance Tips
polygons, specifying: Polygon Definition properties: Tessellation Properties
reuse of objects: Tessellator Performance Tips, Create a Tessellation Object reversing winding direction: Other Tessellation Property Routines
sample code: Polygon Definition, Tessellation Callback Routines, Tessellation Callback Routines user-specified data: User-Specified Data
vertices, specifying: Polygon Definition, Tessellation Callback Routines winding rules: Winding Numbers and Winding Rules
texels: Fragment Operations; Texture Mapping
text, see characters: Texture-Mapping Applications
texture coordinates: A Sample Program; Assigning Texture Coordinates assigning manually: Assigning Texture Coordinates
avoiding negative q values: OpenGL Correctness Tips clamping: Repeating and Clamping Textures
computing manually: Computing Appropriate Texture Coordinates enabling automatic generation of: Creating Contours
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
environment mapping, automatic generation for: Environment Mapping evaluators, generated by: Using Evaluators for Textures
generating automatically: Automatic Texture-Coordinate Generation NURBS, generating for: Create a NURBS Curve or Surface
q coordinate: The q Coordinate
quadrics, generated for: Control Quadrics Attributes
reference planes, specifying: Automatic Texture-Coordinate Generation rendering pipeline stage: Per-Vertex Operations, Per-Vertex Operations repeating: Repeating and Clamping Textures
sample program with texture coordinate generation: Creating Contours tessellation, specifying for: Tessellation Callback Routines
vertex arrays, specifying values with: Step 2: Specifying Data for the Arrays wrapping modes: Repeating and Clamping Textures
texture functions: Texture Functions blend: Texture Functions blending color: Texture Functions
decal: Texture Functions, A Sample Program fragment operations: Texture Functions modulate: Texture Functions
pixel-transfer modes effect: Texture Functions replace: Texture Functions
texture internal format, interaction with: Texture Functions
texture images:
alpha data: Texture Functions
borders: Repeating and Clamping Textures, Using a Texture's Borders components: Specifying the Texture
data types: Specifying the Texture
distorting: Computing Appropriate Texture Coordinates
framebuffer as a source of: One-Dimensional Textures, Specifying the Texture, Replacing All or Part of a Texture Image
imaging pipeline operations: Imaging Pipeline intensity data: Texture Functions
internal format: Specifying the Texture luminance data: Texture Functions mipmaps: Multiple Levels of Detail one-dimensional: One-Dimensional Textures
performance affected by internal format: Specifying the Texture performance of texture subimages: OpenGL Performance Tips power of 2 size restriction: Specifying the Texture
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
proxy textures: Texture Proxy querying maximum size: Texture Proxy
residence status: A Working Set of Resident Textures
resident textures: A Working Set of Resident Textures, Texture Proxy resident textures, management strategies of: Texture Residence Strategies sample program with mipmaps: Multiple Levels of Detail
sample program with subimages: Replacing All or Part of a Texture Image specifying: Specifying the Texture
subimages: Replacing All or Part of a Texture Image, One-Dimensional Textures
working set of textures: Texture Proxy, Texture Objects, A Working Set of Resident Textures
texture mapping, see texturing: Texture Mapping
texture matrix: The Texture Matrix Stack rendering pipeline stage: Per-Vertex Operations
texture objects: A Sample Program; Texture Objects binding: Creating and Using Texture Objects creating: Creating and Using Texture Objects
data which can be stored in: Creating and Using Texture Objects deleting: Cleaning Up Texture Objects
fragmentation of texture memory: Texture Residence Strategies least-recently used (LRU) strategy: Texture Residence Strategies mipmaps: Creating and Using Texture Objects
naming: Naming A Texture Object
performance tips: OpenGL Performance Tips, Texture Objects priority: Texture Residence Strategies
rendering pipeline: Texture Memory, Texture Assembly sample program: A Sample Program
sample program with multiple texture objects: Creating and Using Texture Objects
sharing among rendering contexts: Managing an OpenGL Rendering Context, Managing an OpenGL Rendering Context
steps to perform: Texture Objects
using: Creating and Using Texture Objects
texturing:also see texture coordinates, texture functions, texture images, texture matrix, and texture objects: Steps in Texture Mapping
antialiasing characters: Texture-Mapping Applications antialiasing lines: Texture-Mapping Applications blending: Sample Uses of Blending
border colors, treatment of: Repeating and Clamping Textures
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
color-index mode limitations: Specifying the Texture, Steps in Texture Mapping creating contours: Creating Contours
decals with alpha testing: Alpha Test
display lists cache texture data: Display-List Design Philosophy enabling: Enable Texture Mapping, A Sample Program environment mapping: Environment Mapping
filtering: Filtering
image transformations: Texture-Mapping Applications mipmapping: Multiple Levels of Detail, Filtering
perspective correction hint: A Sample Program, A Sample Program rendering pipeline stage: Texture Assembly, Texture Memory sample program: A Sample Program
sample program with evaluated, Bézier surface: Using Evaluators for Textures sample program with mipmapping: Multiple Levels of Detail
sample program with texture coordinate generation: Creating Contours sample uses for: Texture-Mapping Applications
simulating shadows or spotlights: The q Coordinate steps to perform: Steps in Texture Mapping
what's new in release 1.1: Texture Mapping
3D models, rendering: Initializing and Drawing Three-Dimensional Objects; Drawing Three-Dimensional Objects; What You Should Know Before Reading This Guide
Tiller, Wayne: Prerequisites
tips, programming: Programming Tips aaa: Programming Tips
error handling: OpenGL Correctness Tips
selection and picking: Hints for Writing a Program That Uses Selection transformations: Troubleshooting Transformations
transformations:
display lists cache transformations: Display-List Design Philosophy modeling: Viewing and Modeling Transformations
projection: The Projection Transformation viewing: Viewing and Modeling Transformations viewport: The Viewport Transformation
transformations:also see modeling transformations, projection transformations, viewing transformations, and viewport transformations: Overview: The Camera Analogy
combining multiple: Examples of Composing Several Transformations
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
general-purpose commands: General-Purpose Transformation Commands matrices: Transformation Matrices
mimicking the geometric processing pipeline: Reversing or Mimicking Transformations modeling: Modeling Transformations
ordering correctly: Thinking about Transformations overview: Viewing
performance tips: OpenGL Performance Tips projection: Projection Transformations
reversing the geometric processing pipeline: Reversing or Mimicking Transformations sample program: A Simple Example: Drawing a Cube
sample program combining modeling transformations: Building an Articulated Robot Arm, Building a Solar System
sample program for modeling transformations: A Modeling Transformation Code Example sample program showing reversal of transformation pipeline: Reversing or Mimicking
Transformations
troubleshooting: Troubleshooting Transformations units: Perspective Projection
viewing: Viewing Transformations viewport: Viewport Transformation
translation: Translate matrix: Translation
translucent objects: Blending; Cheesy Translucency stencil test, creating with the: Stencil Examples
transparent objects: Blending
creating with the alpha test: Alpha Test
transposing images: Alternative Uses for glDrawPixels() and glCopyPixels(); Alternative Uses for glDrawPixels() and glCopyPixels()
triangle:
fan, specifying: OpenGL Geometric Drawing Primitives, OpenGL Geometric Drawing Primitives specifying: OpenGL Geometric Drawing Primitives, OpenGL Geometric Drawing Primitives strip, specifying: OpenGL Geometric Drawing Primitives, OpenGL Geometric Drawing Primitives tessellated polygons decomposed into: Tessellation Callback Routines
trimming:
curves and curved surfaces: Trim a NURBS Surface sample program: Trim a NURBS Surface
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