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Shreiner D., Woo M., Neider J. — OpenGL programming guide
Shreiner D., Woo M., Neider J. — OpenGL programming guide



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Название: OpenGL programming guide

Авторы: Shreiner D., Woo M., Neider J.

Аннотация:

OpenGL is a powerful software interface used to produce high-quality, computergenerated images and interactive applications using 2D and 3D objects, bitmaps, and color images. The OpenGL Programming Guide provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 2.0. This sixth edition of the best-selling "red book" describes the latest features of OpenGL Version 2.1. You will find clear explanations of OpenGL functionality and many basic computer graphics techniques, such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism. In addition, this book provides in-depth coverage of advanced techniques, including texture mapping, antialiasing, fog and atmospheric effects, NURBS, image processing, and more. The text also explores other key topics such as enhancing performance, OpenGL extensions, and cross-platform techniques.


Язык: en

Рубрика: Руководства по программному обеспечению/

Статус предметного указателя: Готов указатель с номерами страниц

ed2k: ed2k stats

Издание: 6-th edition

Год издания: 2007

Количество страниц: 911

Добавлена в каталог: 30.11.2013

Операции: Положить на полку | Скопировать ссылку для форума | Скопировать ID
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Предметный указатель
Programs, material.c      215
Programs, minmax.c      367
Programs, mipmap.c      403
Programs, model.c      125
Programs, movelight.c      204
Programs, multisamp.c      256
Programs, multitex.c      446
Programs, pboimage.c      342
Programs, pickdepth.c      585
Programs, picksquare.c      580
Programs, planet.c      154
Programs, pointp.c      273
Programs, polyoff.c      276
Programs, quadric.c      529
Programs, robot.c      157
Programs, select.c      575
Programs, shadowmap.c      460^62
Programs, smooth.c      180
Programs, sprite.c      457
Programs, stencil.c      480
Programs, stroke.c      294
Programs, surface.c      552
Programs, surfpoints.c      563 564
Programs, tess.c      512 520
Programs, texbind.c      416
Programs, texgen.c      435
Programs, texsub.c      388
Programs, texture3d.c      393
Programs, texturesurf.c      548
Programs, torus.c, using a display list      279
Programs, trim.c      567
Programs, unproject.c      161
Projecting images      624
Projection matrix      113 115
Projection matrix, matrix stack      148
Projection matrix, orthographic parallel projection matrix      778
Projection matrix, perspective projection matrix      777
Projection matrix, shadows created with      621
Projection transformation, centered along view vector      136
Projection transformation, off-axis perspective      134
Projection transformation, parallel projection      137
Projection transformation, perspective      134 136
Projection transformation, three-dimensional orthographic      137
Projection transformations      112 133—138
Projection transformations, camera lens analogy      106
Projection transformations, collapsing geometry to a single plane      780
Projection transformations, jittering      492 495
Projection transformations, orthographic parallel      113 136—137 781
Projection transformations, perspective      133—136
Projection transformations, picking      579
Projection transformations, texturing effects      458
Projection transformations, two-dimensional orthographic      138
Proxies, color table      see "Color table proxies" 353
Proxy textures      385
Proxy textures, cube maps      442
q texture coordinates      458
q texture coordinates, avoiding negative values      781
Quadratic attenuation      198
Quadrics      523—532
Quadrics, creating an object      525
Quadrics, destroying an object      525
Quadrics, drawing as points, lines, and filled polygons      525
Quadrics, error handling      525
Quadrics, normal vectors, generating      526
Quadrics, orientation      526
Quadrics, quadratic equation      524
Quadrics, sample program      529
Quadrics, steps to use      524
Quadrics, texture coordinates, generating      526
Quadrilateral, specifying      43
Quadrilateral, strip, specifying      43 46
Raster position      305
Raster position, after drawing a bitmap      307
Raster position, current      305 684
Raster position, current raster color      308
Raster position, current, obtaining the      306
Raster position, selection hit      574
Raster position, transformation of      305
Rasterization      170 466
Rasterization, exact, two-dimensional      781
Rasterization, rendering pipeline stage      13
readImage()      351
Reading pixel data      see "Pixel data"
Real Projective Plane, The      773
Rectangles, specifying      40
Reducing images      334
Reflecting objects      see "Scaling"
Reflection      see "Material properties"
Reflective objects      see "Environment mapping"
Refresh, screen      21
Removing hidden surfaces      see "Hidden-surface removal"
Repeatability      786
Rescaling normals      65 192
Resident textures      386 419
Resident textures, management strategies      420
Resident textures, querying residence status      419
RGBA mode      171
RGBA mode, changing between color-index mode and      176
RGBA mode, choosing between color-index mode and      175
RGBA mode, coverage calculations for antialiasing      247
RGBA mode, data type conversion      177
RGBA mode, light source colors      189
RGBA mode, lighting calculations in      221
RGBA mode, material property values      190
RGBA mode, vertex arrays, specifying values with      69
Robins, Nate      xl 125 131 138 160 207 216 414 425 426 433 459
Robot arm example      156—159
Rogers, David      524
Rossignac, Jarek      619
rotating images      624
Rotation      122
Rotation, matrix      776
Scaling      122
scaling images      624
Scaling, matrix      776
Schneider, Bengt-Olaf      619
Scientific American      627
Scissor test      476
Scissor test and clearing      471
Scissor test, rendering pipeline stage      14 683
Secondary color      455—456
Secondary color, specular      210 225
Segal, Mark      458
Selection      570—591
Selection, back buffer for, using the      610
Selection, hit records      574
Selection, programming tips      589
Selection, querying current rendering mode      572
Selection, rendering pipeline stage      682
Selection, sample program      575
Selection, steps to perform      571
Selection, sweep selection      590
Shading, flat      179
Shading, performance tips      783
Shading, sample program with smooth shading      180
Shading, smooth      179
Shading, specifying shading model      179
shadows      221 502 621
Shininess      214 see
Silhouette edges      95
Smoke      see "Fog"
smooth shading      179
Solar system example      153—156
Source factor      see "Blending"
Specifying the background color      31
Specifying the depth buffer clear value      31
Specular, contribution to lighting equation      224
Specular, light      188
Specular, material properties      189 214
Specular, secondary specular color      210 225 455
Sphere map      439
Spheres      524 763
Split-screen, multiple viewports      139
Spotlights      see "Light sources"
State attributes, perserving      92
State attributes, preserving vertex arrays      93
State attributes, reverting      92
State attributes, reverting vertex arrays      93
State machine      9—10
state variables      48
State variables, attribute groups      91—93
State variables, display list execution, effect of      297
State variables, enable and disable states      49
State variables, list of      688—733
State variables, performance of storing and restoring      782
State variables, querying      49
Stencil buffer      468 469
Stencil buffer, clearing      32 471
Stencil buffer, concave polygons, for drawing      618
Stencil buffer, decals, for      617
Stencil buffer, Dirichlet domains, for      626
Stencil buffer, Game of Life, for the      627
Stencil buffer, hidden-line removal      623
Stencil buffer, masking      473
Stencil buffer, pixel data      317 332
Stencil test      478—483
Stencil test, examples of using      480
Stencil test, interference regions found using clipping planes      620
Stencil test, querying its presence      469
Stencil test, querying stencil parameters      479
Stencil test, rendering pipeline stage      14 683
Stencil test, sample program      480
Stencil test, stereo      469 472
Stippling, display lists cache stipple patterns      283
Stippling, enabling line stippling      52
Stippling, enabling polygon stippling      58
Stippling, fade effect, use for      608
Stippling, line pattern reset      53 593 597
Stippling, lines      52
Stippling, polygons      58
Stippling, sample program with line stipple      54
Stippling, stencil test, use of      483
Stippling, translucency, use to simulate      608
Stitching      274
Stretching objects      see "Scaling"
Stride, vertex arrays      71 79
Subdivision      94—102
Subdivision, generalized      101
Subdivision, icosahedron example      99
Subdivision, recursive      101
Subimages      387—390 391 394
Superimposing images      617
Surface normals      see "Normal vectors"
Surfaces      see "Evaluators or NURBS"
Swapping buffers      see "Double-buffering"
Syntax      see "Command syntax"
Terminator 2      439
Tessellation      40 506—523
Tessellation, backward compatibility with obsolete routines      522
Tessellation, begin and end callback routines      510
Tessellation, callback routines      508—513
Tessellation, combine callback routine      510 513
Tessellation, contours, specifying      519
Tessellation, converting code to use the GLU 1.2 tessellator      523
Tessellation, creating an object      508
Tessellation, decomposition into geometric primitives      510
Tessellation, deleting objects      521
Tessellation, display list use      282
Tessellation, edge flag generation      510
Tessellation, error handling      510
Tessellation, evaluators used to perform      783
Tessellation, interior and exterior, determining      514—517
Tessellation, intersecting contours combined      510 513
Tessellation, performance tips      521
Tessellation, polygons, specifying      518
Tessellation, properties      514—518
Tessellation, reuse of objects      508 522
Tessellation, reversing winding direction      518
Tessellation, sample code      512 520
Tessellation, user-specified data      513
Tessellation, vertices, specifying      511 519
Tessellation, winding rules      514—517
Texels      14 371
text      see "Characters"
Texture coordinates      379 425—441
Texture coordinates, assigning manually      425
Texture coordinates, avoiding negative q values      781
Texture coordinates, clamping      428—432
Texture coordinates, computing manually      427
Texture coordinates, cube maps      443
Texture coordinates, enabling automatic generation of      438
Texture coordinates, environment mapping, automatic generation for      440
Texture coordinates, evaluators, generated by      548
Texture coordinates, generating automatically      434—441
Texture coordinates, multitexturing, special situations with      448
Texture coordinates, NURBS, generating for      560
Texture coordinates, q coordinate      458
Texture coordinates, quadrics, generated for      526
Texture coordinates, reference planes, specifying      434
Texture coordinates, rendering pipeline stage      12 681
Texture coordinates, repeating      428—432
Texture coordinates, sample program with texture coordinate generation      435
Texture coordinates, tessellation, specifying for      512
Texture coordinates, vertex arrays, specifying values with      69
Texture coordinates, wrapping modes      428—432
Texture functions      421—425
Texture functions, add      425
Texture functions, blend      425
Texture functions, blending color      425
Texture functions, decal      379 424
Texture functions, fragment operations      423
Texture functions, level of detail bias      421
Texture functions, modulate      424
Texture functions, pixel-transfer modes effect      422
Texture functions, replace      424
Texture functions, texture internal format, interaction with      423
Texture images, alpha data      422
Texture images, borders      400 429
Texture images, components      380
Texture images, datatypes      382
Texture images, distorting      428
Texture images, framebuffer as a source of      384 389 391 395
Texture images, imaging pipeline operations      324
Texture images, intensity data      422
Texture images, internal format      380
Texture images, luminance data      422
Texture images, mipmaps      401—411
Texture images, multitexturing      445
Texture images, one-dimensional      390—392
Texture images, performance affected by internal format      382
Texture images, performance of texture subimages      782
Texture images, power of 2 size restriction      383
Texture images, proxy textures      385
Texture images, querying maximum size      385
Texture images, residence status      419
Texture images, resident textures      386 419
Texture images, resident textures, management strategies of      420
Texture images, sample program with mipmaps      403
Texture images, sample program with subimages      388
Texture images, specifying      380—400
Texture images, subimages      387—390 391 394
Texture images, three-dimensional      392—397
Texture images, working set of textures      386 414 419
Texture mapping      see "Texturing"
Texture mapping, sample program using 3D textures      393
Texture matrix      458
Texture matrix, rendering pipeline stage      681
Texture objects      379 414—419
Texture objects, binding      415
Texture objects, creating      415
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