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The OpenGL Programming Guide - The Redbook

15 years 10 months ago
The OpenGL Programming Guide - The Redbook
"The OpenGL Programming Guide, Fifth Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 1.3 and 1.4. This fifth edition of the best-selling "red book" describes the latest features of OpenGL Versions 1.5 and 2.0, including the introduction of the OpenGL Shading Language. 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. This fifth edition has been ex...
Dave Shreiner, Mason Woo, Jackie Neider, Tom Davis
Added 16 Feb 2009
Updated 16 Feb 2009
Authors Dave Shreiner, Mason Woo, Jackie Neider, Tom Davis

Table of Content

Chapter 1. Introduction to OpenGL
Chapter 2. State Management and Drawing Geometric Objects
Chapter 3. Viewing
Chapter 4. Color
Chapter 5. Lighting
Chapter 6. Blending, Antialiasing, Fog, and Polygon Offset
Chapter 7. Display Lists
Chapter 8. Drawing Pixels, Bitmaps, Fonts, and Images
Chapter 9. Texture Mapping
Chapter 10. The Framebuffer
Chapter 11. Tessellators and Quadrics
Chapter 12. Evaluators and NURBS
Chapter 13. Selection and Feedback
Chapter 14. Now That You Know
Appendix A. Order of Operations
Appendix B. State Variables
Appendix C. WGL: OpenGL Extension for Microsoft Windows NT and Windows 95
Appendix D. Basics of GLUT: The OpenGL Utility Toolkit
Appendix E. Calculating Normal Vectors
Appendix F. Homogeneous Coordinates and Transformation Matrices
Appendix G. Programming Tips
Appendix H. OpenGL Invariance
Appendix I. Color Plates 
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