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Open GL Super Bible - Table of Contents
















To access the contents, click the chapter and section titles.


Open GL Super Bible


(Publisher: Macmillan Computer Publishing)

Author(s): Waite group Press

ISBN: 1571690735

Publication Date: 08/01/96







Introduction

Foreword

About The Authors





Part IIntroduction To OpenGL



Chapter 1What Is OpenGL?





About OpenGL



A History of OpenGL

Further Developments in OpenGL



How OpenGL Works

OpenGL under Windows



Graphics Architecture: Software versus Hardware

Limitations of the Generic Implementation



Future Prospects for OpenGL in Windows





Chapter 23D Graphics Fundamentals





3D Perception



2D + Perspective = 3D

Hidden Line Removal

Colors and Shading

Lights and Shadows



Coordinate Systems



2D Cartesian Coordinates

Coordinate Clipping

Viewports, Your Window to 3D

Drawing Primitives

3D Cartesian Coordinates



Projections, The Essence of 3D



Orthographic Projections

Perspective Projections



Summary





Chapter 3Learning OpenGL With The AUX Library





OpenGL: An API, Not a Language



The OpenGL Division of Labor

OpenGL Data Types

Function Naming Conventions



The AUX Library



Platform Independence

AUX = Platform I/O, the Easy Way



Dissecting a Short OpenGL Program



The Includes

The Body

Display Mode: Single-Buffered

Position the Window

Create the OpenGL Window

Clear a Window (Erase with a Color)

Actually Clear

Flush That Queue



Drawing Shapes with OpenGL



The Rendering Function

Drawing a Rectangle

Initialization



Scaling to the Window



Setting the Viewport and Clipping Volume

Defining the Viewport

Defining the Clipping Volume

Keeping a Square Square



Animation with AUX



Double Buffering



Finally, Some 3D!

Summary

Reference Section





Chapter 4OpenGL for Windows: OpenGL + Win32 = Wiggle





Drawing in Windows Windows



GDI Device Contexts

OpenGL Rendering Contexts



Using the Wiggle Functions



Creating and Selecting a Rendering Context

Painting with OpenGL



Preparing the Window for OpenGL



Window Styles

Pixel Formats



Return of the Bouncing Square



Scaling to the Window

Ticktock, the Idle Clock

Lights, Camera, Action!



Summary

Reference Section





Chapter 5Errors and Other Messages from OpenGL





When Bad Things Happen to Good Code

Who Am I and What Can I Do?



Extensions to OpenGL



Get a Clue with glHint

Summary

Reference Section





Part IIUsing OpenGL



Chapter 6Drawing in 3D: Lines, Points, and Polygons





Drawing Points in 3D



Setting Up a 3D Canvas

A 3D Point: The Vertex

Draw Something!

Drawing Points



Our First Example



Setting the Point Size



Drawing Lines in 3D



Line Strips and Loops

Approximating Curves with Straight Lines

Setting the Line Width

Line Stippling



Drawing Triangles in 3D



Triangles: Your First Polygon

Winding

Triangle Strips

Triangle Fans



Building Solid Objects



Setting Polygon Colors

Hidden Surface Removal

Culling: Hiding Surfaces for Performance

Polygon Modes



Other Primitives



Four-Sided Polygons: Quads

Quad Strips

General Polygons

Filling Polygons, or Stippling Revisited

Polygon Construction Rules

Subdivision and Edges



Summary

Reference Section





Chapter 7Manipulating 3D Space: Coordinate Transformations





Is This the Dreaded Math Chapter?

Understanding Transformations



Eye Coordinates

Viewing Transformations

Modeling Transformations

The Modelview Duality

Projection Transformations

Viewport Transformations



Matrix Munching



What Is a Matrix?

The Transformation Pipeline

The Modelview Matrix



Translation

Rotation

Scaling



The Identity Matrix

The Matrix Stacks

A Nuclear Example



Using Projections



Orthographic Projections

Perspective Projections

A Far-Out Example



Advanced Matrix Manipulation



Loading a Matrix

Performing Your Own Transformations

Other Transformations



Summary

Reference Section





Chapter 8Color and Shading





What Is a Color?



Light as a Wave

Light as a Particle

Your Personal Photon Detector

The Computer as a Photon Generator



PC Color Hardware

PC Display Modes



Screen Resolution

Color Depth

4-Bit Color

8-Bit Color

24-Bit Color

Other Color Depths



Selecting a Color



The Color Cube

Setting the Drawing Color

Shading

Setting the Shading Model



Windows Palettes



Color Matching

Dithering

Advantages of a Palette in 8-Bit Mode



Palette Arbitration





Creating a Palette



Do You Need a Palette?

The Palettełs Structure

The 3-3-2 Palette



Building the Palette



Palette Creation and Disposal

Some Restrictions Apply



Color Index Mode



Why Use Color Index Mode?

Using Color Index Mode

Show the Triangle



Summary

Reference Section





Chapter 9Lighting and Lamps





Light in the Real World



Ambient Light

Diffuse Light

Specular Light

Put It All Together



Materials in the Real World



Material Properties

Adding Light to Materials

Calculating Ambient Light Effects

Diffuse and Specular Effects



Adding Light to a Scene



Enable the Lighting

Set Up the Lighting Model

Set Material Properties



Using a Light Source



Which Way Is Up?

Surface Normals

Specifying a Normal

Unit Normals

Finding a Normal

Setting Up a Source

Setting the Material Properties

Specifying the Polygons



Lighting Effects



Specular Highlights

Specular Light

Specular Reflectance

Specular Exponent

Normal Averaging



Spotlights



Creating a Spotlight

Drawing a Spotlight



Shadows



What Is a Shadow?

Squish Code

A Shadow Example



Lighting and Color Index Mode

Summary

Reference Section





Chapter 103D Modeling and Object Composition





Defining the Task



Choosing a Projection

Choosing the Lighting and Material Properties

Displaying the Results



Constructing a Model, One Piece at a Time



The Head

The Shaft

The Thread

Putting the Model Together



A Makeshift Benchmark

Improving Performance



Creating a Display List



Summary

Reference Section





Chapter 11Raster Graphics in OpenGL





Drawing Bitmaps



Bitmap Fonts

Building a Simple Font Library



Pixmaps: Bitmaps with Color



Drawing Pixmaps

Remapping Colors

Color Mapping Tables

Scaling a Pixmap

Panning a Pixmap

Reading Pixmaps

Copying Pixmaps



A Bitmap File Viewer



About Windows Bitmap Files

Reading the .BMP File

Writing the .BMP File

Printing the Bitmap

Displaying the Bitmap



Summary

Reference Section





Chapter 12Texture Mapping





The Basics of Texture Mapping

Defining Texture Images



Defining 1D Textures

Defining 2D Textures



Drawing Textured Polygons

Mipmapped Textures

A Terrain Viewing Program



Defining the Terrain

Drawing Terrain

Drawing the Scene

Automatically Generating Texture Coordinates

Flying Through the Terrain



Summary

Reference Section





Chapter 13Quadrics: Spheres, Cylinders, and Disks





Creating a Quadric

Changing the Way Quadrics Are Drawn

Drawing Cylinders



Drawing Cones

Texturing and Cylinders



Drawing Disks



Disks and Textures

Drawing Partial Disks



Drawing Spheres



Spheres and Textures



Drawing a Pencil

Summary

Reference Section





Part IIIAdvanced Topics and Special Effects



Chapter 14The OpenGL State Machine





Basic OpenGL State Functions

Saving and Restoring States



Drawing States

Depth Buffer States

Stencil Buffer States

Lighting States

Texturing States

Pixel States



Reference Section





Chapter 15Buffers: Not Just for Animation





What Are Buffers?



Configuring Buffers



The Color Buffer



Double Buffering

Stereo Buffering

Swapping Buffers



The Depth Buffer



Depth Comparisons

Depth Values

Applications of the Depth Buffer

Another Application of the Depth Buffer

Cutting Away Parts of a Scene



The Stencil Buffer



Using the Stencil Buffer

Stencil Buffer Functions

Drawing into the Stencil Buffer



The Accumulation Buffer



Using the Accumulation Buffer for Motion Blur

Using the Accumulation Buffer for Anti-Aliasing



Reference Section





Chapter 16Visual Effects: Blending and Fog





Blending



Using Blending for Transparency

Using Blending with Anti-Aliasing

Using Blending for a Paint Program



Fog



Drawing Depth-Cued Teapots

Other Types of Fog

Fog Distance



Revisiting the Terrain Viewing Program

Summary

Reference Section





Chapter 17Curves and Surfaces: What the #%@!&* Are NURBS?





Curves and Surfaces



Parametric Representation

Control Points

Continuity



Evaluators



A 2D Curve

Evaluating a Curve

A 3D Surface

Lighting and Normal Vectors



NURBS



From Bazier to B-Splines

Knots

Creating a NURBS Surface

NURBS Properties

Define the Surface

Trimming



Summary

Reference Section





Chapter 18Polygon Tessellation





Complex Polygons

Drawing Concave Polygons

Drawing Complex Polygons

Callback Functions

Summary

Reference Section





Chapter 19Interactive Graphics





Selection



Naming Your Primitives

Working with Selection Mode

The Selection Buffer

Picking

Hierarchical Picking



Feedback



The Feedback Buffer

Feedback Data

PassThrough Markers



An Example



Label the Objects for Feedback

Step 1: Select the Object

Step 2: Get Feedback on the Object



Summary

Reference Section





Chapter 20OpenGL On The 'Net: VRML





When Worlds Collide



Two-Dimensional Navigation

Enter VRML



WebSpace



Installation

The Walk Viewer

The Examiner Viewer



Open Inventor and VRML

Summary





Part IVOpenGL with. . .



Chapter 21MFC-Based OpenGL Programming





Isolate Your OpenGL Code

Starting with AppWizard



Build the Shell

Add the Libraries



Get CView Ready for OpenGL

Pixel Format and Rendering Context



Clean Up the Rendering Context



Handling Window Resizing

Rendering the Scene



Donłt Erase First



CPalette Handling

Summary





Chapter 22OWL-Based OpenGL Programming





Isolate Your OpenGL Code

Starting with AppExpert



Build the Shell

Add the Headers

Add the Message Handlers



Fleshing Out the Shell



Get TWindowView Ready for OpenGL



Pixel Format and Rendering Context



Clean Up the Rendering Context



Handling Window Resizing

Rendering the Scene



No Flickering Allowed

Keep It Moving



TPalette Handling

Summary





Chapter 23Visual Basic and 4GL-Based OpenGL Programming





Low-Level Access Required

The Magic of Objects



Plug and Play

Wrap It Up



Use and Operation of WaiteGL.OCX



OpenGL Flags



Installing and Using WaiteGL from VB 4.0



Installing the Control

A Visual Basic Example

Painting the OpenGL Window

Now for Some Action



Installing the OCX in Delphi 2.0



Installing the Control

A Delphi Example

Painting the OpenGL Window

Now for Some Action



Some Notes About the Source

Summary





Chapter 24The Future of OpenGL and Windows





Conclusion











Appendix A

Appendix B

Appendix C

Appendix D

Index

















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