OpenGL Programming Guide (Addison-Wesley Publishing Company)
two-sided lighting: Two-sided Lighting
up-vector: The Viewing Transformation
Utility Library, OpenGL, see GLU: OpenGL-Related Libraries
Utility Toolkit, OpenGL, see GLUT: OpenGL-Related Libraries
van Dam, Andries: What You Should Know Before Reading This Guide; RGBA versus Color-Index Mode; Homogeneous Coordinates and Transformation Matrices
van Widenfelt, Rolf: The q Coordinate
vendor-specific extensions: Extensions to the Standard
versions: Which Version Am I Using? GLU: Utility Library Version
vertex: Describing Points, Lines, and Polygons aaa: Vertex Arrays
evaluators, generating with: Evaluators feedback mode: The Feedback Array
per-vertex operations pipeline stage: Per-Vertex Operations, Per-Vertex Operations specifying: Specifying Vertices
tessellation, specifying for: Polygon Definition, Tessellation Callback Routines transformation pipeline: Overview: The Camera Analogy
vertex arrays: Vertex Arrays
dereference a list of array elements: Dereference a List of Array Elements dereference a sequence of array elements: Dereference a Sequence of Array Elements dereference a single element: Dereference a Single Array Element
disabling: Step 1: Enabling Arrays
display list use: What's Stored in a Display List enabling: Step 1: Enabling Arrays
interleaved arrays: Interleaved Arrays interleaved arrays, specifying: Interleaved Arrays performance tips: OpenGL Performance Tips querying: OpenGL State Variables
reuse of vertices: Dereference a List of Array Elements sample program: Step 2: Specifying Data for the Arrays specifying data: Step 2: Specifying Data for the Arrays
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
steps to use: Vertex Arrays
stride between data: Interleaved Arrays, Stride
video:
fake: Alternative Uses for glDrawPixels() and glCopyPixels()
flipping an image with glPixelZoom(): Magnifying, Reducing, or Flipping an Image textured images: Replacing All or Part of a Texture Image
viewing:
camera analogy: Overview: The Camera Analogy
viewing transformations: The Viewing Transformation; Viewing and Modeling Transformations; Viewing Transformations; The Viewing Transformation
connection to modeling transformations: The Modeling Transformation default position: The Viewing Transformation
pilot view: Creating a Custom Utility Routine polar view: Creating a Custom Utility Routine tripod analogy: Overview: The Camera Analogy up-vector: The Viewing Transformation
viewing volume:
clipping: Viewing Volume Clipping
viewing volume: Perspective Projection clipping: Additional Clipping Planes
jittering: Scene Antialiasing, Scene Antialiasing
viewpoint:
lighting, for: Local or Infinite Viewpoint
viewport transformations: Viewport Transformation; The Viewport Transformation ; Overview: The Camera Analogy
photograph analogy: Overview: The Camera Analogy
rendering pipeline stage: Primitive Assembly, Primitive Assembly
visual simulation: fog, use of: Fog
Voronoi polygons: Dirichlet Domains
w coordinates: Points; Drawing the Scene; Overview: The Camera Analogy avoiding negative values: OpenGL Correctness Tips
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
lighting, use with: Position and Attenuation
perspective division: The Transformed Depth Coordinate, Primitive Assembly
warping images: Texture-Mapping Applications
Watt, Alan: Texture Mapping
web sites:
IBM OS/2 software and documentation: PGL: OpenGL Extension for IBM OS/2 Warp
Microsoft Developer Network: WGL: OpenGL Extension for Microsoft Windows NT and Windows
95
Silicon Graphics' OpenGL : How to Obtain the Sample Code
Template Graphics Software: AGL: OpenGL Extension to the Apple Macintosh
WGL: OpenGL-Related Libraries; WGL: OpenGL Extension for Microsoft Windows NT and Windows 95
wglCopyContext(): Controlling Rendering, Managing an OpenGL Rendering Context wglCreateContext(): Controlling Rendering, Managing an OpenGL Rendering Context, Initialization wglCreateLayerContext(): Managing an OpenGL Rendering Context, Controlling Rendering wglDeleteContext(): Controlling Rendering
wglDescribeLayerPlane(): Initialization, Initialization wglDestroyContext(): Managing an OpenGL Rendering Context
wglGetCurrentContext(): Managing an OpenGL Rendering Context, Controlling Rendering wglGetCurrentDC(): Controlling Rendering, Managing an OpenGL Rendering Context wglGetLayerPaletteEntries(): Controlling Rendering, Finding a Color Palette wglMakeCurrent(): Managing an OpenGL Rendering Context, Controlling Rendering wglRealizeLayerPalette(): Finding a Color Palette, Controlling Rendering
wglShareLists(): Controlling Rendering, Managing an OpenGL Rendering Context wglSwapLayerBuffers(): Swapping Buffers, Controlling Rendering wglUseFontBitmaps(): Controlling Rendering, Using a Bitmap or Outline Font wglUseFontOutlines(): Using a Bitmap or Outline Font, Controlling Rendering
Williams, Lance: Multiple Levels of Detail
Win32:
ChoosePixelFormat(): Initialization, Initialization
CreateDIBitmap(): OpenGL Rendering to a Bitmap, Controlling Rendering CreateDIBSection(): Controlling Rendering, OpenGL Rendering to a Bitmap DeleteObject(): OpenGL Rendering to a Bitmap, Controlling Rendering DescribePixelFormat(): Initialization, Initialization
GetVersion(): Initialization, Initialization
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OpenGL Programming Guide (Addison-Wesley Publishing Company)
GetVersionEx(): Initialization, Initialization
SetPixelFormat(): Initialization, Initialization
SwapBuffers(): Controlling Rendering, Swapping Buffers
winding rules: Winding Numbers and Winding Rules
computational solid geometry, used for: CSG Uses for Winding Rules reversing winding direction: Other Tessellation Property Routines
window coordinates: Viewport Transformation; Overview: The Camera Analogy feedback mode: The Feedback Array
polygon offset: Polygon Offset
window management:
glViewport() called, when window resized: Defining the Viewport using GLUT: Coordinate System Survival Kit, Window Management
working set of textures: A Working Set of Resident Textures; Texture Proxy; Texture Objects fragmentation of texture memory: Texture Residence Strategies
writemask, See masking (buffers): Masking Buffers
writing pixel data, See pixel data (drawing): Drawing Pixels, Bitmaps, Fonts, and Images
X Window System: GLX: OpenGL Extension for the X Window System; OpenGL-Related Libraries client-server rendering: What Is OpenGL?
minimum framebuffer configuration: Buffers and Their Uses
X Visual: GLX: OpenGL Extension for the X Window System, Changing between Display Modes
z buffer, See depth buffer: Depth Buffer
z coordinates, See depth coordinates: The Transformed Depth Coordinate
zooming images: Magnifying, Reducing, or Flipping an Image filtered: Alternative Uses for glDrawPixels() and glCopyPixels()
OpenGL Programming Guide (Addison-Wesley Publishing Company)
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fog
A rendering technique that can be used to simulate atmospheric effects such as haze, fog, and smog by fading object colors to a background color based on distance from the viewer. Fog also aids in the perception of distance from the viewer, giving a depth cue.
fonts
Groups of graphical character representations generally used to display strings of text. The characters may be roman letters, mathematical symbols, Asian ideograms, Egyptian hieroglyphics, and so on.
fragment
Fragments are generated by the rasterization of primitives. Each fragment corresponds to a single pixel and includes color, depth, and sometimes texture-coordinate values.
framebuffer
All the buffers of a given window or context. Sometimes includes all the pixel memory of the graphics hardware accelerator.
front faces
See faces.
frustum
The view volume warped by perspective division.
gamma correction
A function applied to colors stored in the framebuffer to correct for the nonlinear response of the eye (and sometimes of the monitor) to linear changes in color-intensity values.
geometric model
The object-coordinate vertices and parameters that describe an object. Note that OpenGL doesn't define a syntax for geometric models, but rather a syntax and semantics for the rendering of geometric models.
geometric object
See geometric model.
geometric primitive
A point, a line, or a polygon.
Gouraud shading
Smooth interpolation of colors across a polygon or line segment. Colors are assigned at vertices and linearly interpolated across the primitive to produce a relatively smooth variation in color. Also called smooth shading.
group
Each pixel of an image in client memory is represented by a group of one, two, three, or four elements. Thus, in the context of a client memory image, a group and a pixel are the same thing.
half-spaces
A plane divides space into two half-spaces.
hidden-line removal