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Contents Next: List of Figures Up: The OpenGL Graphics System: Previous: The OpenGL Graphics System: Contents List of Figures List of Tables 1 Introduction 1.1 What is the OpenGL Graphics System? 1.2 Programmer's View of OpenGL 1.3 Implementor's View of OpenGL 1.4 Our View 2 OpenGL Operation 2.1 OpenGL Fundamentals Floating-Point Computation 2.2 GL State 2.3 GL Command Syntax 2.4 Basic GL Operation 2.5 GL Errors 2.6 Begin/End Paradigm 2.6.1 Begin and End Objects 2.6.2 Polygon Edges 2.6.3 GL Commands within Begin/ End 2.7 Vertex Specification 2.8 Vertex Arrays 2.9 Rectangles 2.10 Coordinate Transformations 2.10.1 Controlling the Viewport 2.10.2 Matrices 2.10.3 Normal Transformation 2.10.4 Generating texture coordinates 2.11 Clipping 2.12 Current Raster Position 2.13 Colors and Coloring 2.13.1 Lighting Lighting Operation 2.13.2 Lighting Parameter Specification 2.13.3 ColorMaterial 2.13.4 Lighting State 2.13.5 Color Index Lighting 2.13.6 Clamping or Masking 2.13.7 Flatshading 2.13.8 Color and Texture Coordinate Clipping 2.13.9 Final Color Processing 3 Rasterization 3.1 Invariance 3.2 Antialiasing 3.3 Points 3.3.1 Point Rasterization State 3.4 Line Segments 3.4.1 Basic Line Segment Rasterization 3.4.2 Other Line Segment Features Line Stipple Wide Lines Antialiasing 3.4.3 Line Rasterization State 3.5 Polygons 3.5.1 Basic Polygon Rasterization 3.5.2 Stippling 3.5.3 Antialiasing 3.5.4 Options Controlling Polygon Rasterization 3.5.5 Depth Offset 3.5.6 Polygon Rasterization State 3.6 Pixel Rectangles 3.6.1 Pixel Storage Modes 3.6.2 Pixel Transfer Modes 3.6.3 Rasterization of Pixel Rectangles Unpacking Conversion to floating-point Conversion to RGB Final Expansion to RGBA Pixel Transfer Operations Final Conversion Conversion to Fragments 3.6.4 Pixel Transfer Operations Arithmetic on Components Arithmetic on Indices RGBA to RGBA Lookup Color Index Lookup Stencil Index Lookup 3.7 Bitmaps 3.8 Texturing Texture Image Specification Alternate Texture Image Specification Commands Texture Parameters Texture Wrap Modes 3.8.1 Texture Minification Mipmapping 3.8.2 Texture Magnification 3.8.3 Texture State and Proxy State 3.8.4 Texture Objects 3.8.5 Texture Environments and Texture Functions 3.8.6 Texture Application 3.9 Fog 3.10 Antialiasing Application Per-Fragment Operations and the Framebuffer 4.1 Per-Fragment Operations 4.1.1 Pixel Ownership Test 4.1.2 Scissor test 4.1.3 Alpha test 4.1.4 Stencil test 4.1.5 Depth buffer test 4.1.6 Blending 4.1.7 Dithering 4.1.8 Logical Operation 4.2 Whole Framebuffer Operations 4.2.1 Selecting a Buffer for Writing 4.2.2 Fine Control of Buffer Updates 4.2.3 Clearing the Buffers 4.2.4 The Accumulation Buffer 4.3 Drawing, Reading, and Copying Pixels 4.3.1 Writing to the Stencil Buffer 4.3.2 Reading Pixels Obtaining Pixels from the Framebuffer Conversion of RGBA values Conversion of Depth values Pixel Transfer Operations Conversion to L Final Conversion Placement in Client Memory 4.3.3 Copying Pixels 4.3.4 Pixel draw/read state 5 Special Functions 5.1 Evaluators 5.2 Selection 5.3 Feedback 5.4 Display Lists 5.5 Flush and Finish 5.6 Hints 6 State and State Requests A Invariance A.1 Repeatability A.2 Multi-pass Algorithms A.3 Invariance Rules A.4 What All This Means B Corollaries C Version 1.1 C.1 Vertex Array C.2 Polygon Offset C.3 Logical Operation C.4 Texture Image Formats C.5 Texture Replace Environment C.6 Texture Proxies C.7 Copy Texture and Subtexture C.8 Texture Objects C.9 Other Changes C.10 Acknowledgements Index About this document ... David Blythe Sat Mar 29 02:23:21 PST 1997

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