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The Official Guide to Learning OpenGL, Version 1.1 (Redbook Second Edition)

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OpenGL 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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