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OpenGL® Reference Manual: The Official Reference Document to OpenGL, Version 1.4, 4/E
OpenGL Architecture Review Board
Dave ShreinerARM, Inc.

ISBN-10: 032117383X
ISBN-13:  9780321173836

Publisher:  Addison-Wesley Professional
Copyright:  2004
Format:  Paper; 784 pp
Published:  03/16/2004
Status: Instock


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Table of Contents

Preface vii

What You Should Know Before Reading This Manual viii
Style Conventions ix
Acknowledgments x

CHAPTER 1. Introduction to OpenGL 1

OpenGL Fundamentals 2
OpenGL Primitives and Commands 2
OpenGL as a Procedural Language 2
The OpenGL Execution Model 3
Basic OpenGL Operation 3

CHAPTER 2. Overview of Commands and Routines 7

The OpenGL Processing Pipeline 8
Vertices 10
ARB Imaging Subset 16
Fragments 17
Additional OpenGL Commands 20
Using Evaluators 20
Performing Selection and Feedback 20
Using Display Lists 21
Managing Modes and Execution 22
Obtaining State Information 22
OpenGL Utility Library 23
Manipulating Images for Use in Texturing 23
Transforming Coordinates 23
Polygon Tessellation 24
Rendering Spheres, Cylinders, and Disks 24
NURBS Curves and Surfaces 25
Handling Errors 26
OpenGL Extension to the X Window System 26
Initialization 26
Controlling Rendering 27

CHAPTER 3. Summary of Commands and Routines 31

Notation 32
OpenGL Commands 33
Primitives 33
Vertex Arrays 34
Coordinate Transformation 35
Coloring and Lighting 35
Clipping 36
Rasterization 36
Pixel Operations 37
Textures 37
Fog 40
Frame Buffer Operations 40
Evaluators 41
Selection and Feedback 42
Display Lists 42
Modes and Execution 43
State Queries 43
ARB Extensions 44
Imaging Subset 44
GLU Routines 46
Texture Images 46
Coordinate Transformation 46
Polygon Tessellation 47
Quadric Objects 48
NURBS Curves and Surfaces 48
State Queries 49
GLX Routines 49
Initialization 49
Controlling Rendering 50

CHAPTER 4. Defined Constants and Associated Commands 53

CHAPTER 5. OpenGL Reference Pages 93

CHAPTER 6. GLU Reference Pages 585

CHAPTER 7. GLX Reference Pages 689



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Author Bios

Dave Shreiner, a leading OpenGL consultant, was a longtime member of the core OpenGL team at SGI. He authored the first commercial OpenGL training course, and has been developing computer graphics applications for more than two decades.




Backcover Copy

The Official Reference Document to OpenGL, Version 1.4

OpenGL is a powerful software interface used to produce high-quality computer-generated images and interactive graphics applications by rendering 2D and 3D geometric objects, bitmaps, and color images.

Officially sanctioned by the OpenGL Architecture Review Board (ARB), The OpenGL® Reference Manual, Fourth Edition, is the comprehensive and definitive documentation of all core OpenGL functions. This fourth edition has been completely revised and updated for OpenGL Versions 1.3 and 1.4.

It features coverage of cube-mapped textures, multisampling, depth textures and shadowing, multitexturing, and register combiners. In addition, this book documents all OpenGL Utility Library functions (GLU 1.3) and the OpenGL extension to the X Window System (GLX 1.3).

A comprehensive reference section documents each set of related OpenGL commands. Each reference page contains:

  • A description of the command's parameters
  • The command's effect on rendering and how OpenGL's state is modified
  • Examples
  • References to related functions
  • Errors generated by each function

This book also includes a conceptual overview of OpenGL, a summary of commands and routines, a chapter on defined constants and associated commands, and descriptions of the multitexturing and imaging subset ARB extensions.

The OpenGL Technical Library provides tutorial and reference books for OpenGL.

The Library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the Architecture Review Board (ARB), an industry consortium responsible for guiding the evolution of OpenGL and related technologies. The OpenGL ARB is composed of leaders in the computer graphics industry: 3Dlabs, Apple, ATI, Dell, Evans & Sutherland, Hewlett-Packard, IBM, Intel, Matrox, NVIDIA, SGI, and Sun Microsystems.

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