- STAFF PICKS
- GIFTS + GIFT CARDS
- SELL BOOKS
- FIND A STORE
New Trade Paper
Ships in 1 to 3 days
available for shipping or prepaid pickup only
Available for In-store Pickup
in 7 to 12 days
Other titles in the OpenGL series:
OpenGL Programming for Windows 95 and Windows NTby Ron Fosner
Synopses & Reviews
The licensing of OpenGL to many leading computer companies, including Microsoft, has made it possible for graphics programmers to learn to write stunning 3D graphics programs using the industry graphics standard on the world's most popular operating system. And OpenGL Programming for Windows 95 and Windows NT is the key to the door of opportunity for those who see the tremendous potential for programmers who can produce high-quality 3D applications on these platforms.
Using numerous examples, Microsoft's Visual C++ programming platform, the C++ programming language, and the Microsoft Foundation Classes, Fosner starts with a generic C application that can be compiled from any 32-bit C compiler and, step by step, covers the basics of creating an OpenGL program:
Most important, you'll absorb this knowledge within the context of developing a Windows application that you can experiment with and actually use in your Windows programs. You will gain hands-on experience in designing, creating, programming, measuring, and optimizing a real OpenGL 3D animation program.
Book News Annotation:
Using examples, Microsoft's C++ programming platform, the C++ programming language, and the Microsoft Foundation Classes, the auther starts with a generic C application that can be compiled from any 32- bit C compiler, and covers the basics of creating an OpenGL 3D animation program: selecting the appropriate pixel format; arranging the device context and rendering contexts; enhancing OpenGL programs for maximum speed; using display lists and texture maps; finding enhancements in the video driver; and programming the Modelview matrix.
Annotation c. Book News, Inc., Portland, OR (booknews.com)
Most important, you'll absorb this knowledge within the context of developing a Windows application that you can experiment with and actually use in your Windows programs. You will gain hands-on experience in designing, creating, programming, measuring, and optimizing a real OpenGL 3D animation program. 0201407094B04062001
Includes bibliographical references (p. -249) and index.
About the Author
Ron Fosner runs Data Visualization, a software consulting group specializing in data exploration and visual techniques, 3D graphics, and 3D user-interface techniques for Windows 95 and Windows NT. Previously, at Lotus Development Corporation, he worked on graphics systems and data analysis tools. Fosner is also the author of articles on object-oriented programming techniques, virtual reality, and OpenGL programming.
Table of Contents
OpenGL for Windows Programmers.
Overview of Device Contexts, Rendering.
Contexts, and Pixel Format.
Pixel Format Structure.
Selecting and Examining a Pixel Format.
The WGL Context-Rendering Functions.
Methods for Creating an RC.
Fonts and OpenGL.
Advanced Miscellaneous Functions.
Creating a Simple OpenGL Program with the Windows CAPI.
Creating a Simple MFC C++ OpenGL Program.
What Does OpenGL Do?
Who Controls OpenGL?
How OpenGL Works.
How a Vertex Becomes a Pixel.
The glBegin()/glEnd() Wrappers.
OpenGL Command Notation.
OpenGL and DLLs.
OpenGL's Main Library.
OpenGL's Utility Library.
OpenGL's Auxiliary Library.
Rendering with OpenGL.
Specifying a Color.
Calculating Normal Vectors.
Clearing the Rendering Window.
Matrix Transformations Are Your Friends!
Rotation and Translations.
OpenGL's Modelview Matrix.
The Components of the Modelview Matrix.
Manipulating the Matrix Directly.
Viewport and Projection Transformations.
Try This: Creating a Windows OpenGL View Class.
Architecture of the Model-View-Controller.
Building the OpenGL View Class Framework.
Customizing the View for OpenGL.
Using the CopenGLView Class.
Try This: Display Lists and Fonts.
Caching OpenGL Commands.
Creating a Display List.
Recording a Display List.
Executing a Display List.
Generating a Unique Display List ID.
Deleting and Reusing Display List IDs.
Sequential Display Lists.
Sharing Display Lists between RCs and Threads.
Hierarchical Display Lists.
Using Display Lists in the CopenGLView Class.
Rendering Windows Fonts in OpenGL.
The wglUseFontBitmaps () Function.
Adding Bitmapped Text to CopenGLView.
The wglUseFontOutlines () Function.
Try This: OpenGL and Animation.
Animation Loops in Windows.
A Slightly Less Extreme Animation Loop.
Letting Windows Tell Us When to Redraw.
Getting the Smoothest Animation Possible.
Try This: Colors, Materials, and Lights.
Color and Lighting.
Color and Shading.
Types of Material Properties.
Specifying a Material Property.
Individual Light Sources.
Creating a Scene with Multiple Light Sources.
Optimizing the Rendering of Dynamically.
Changing Material Properties.
Try This: Textures.
Windows Bitmap Files.
A Quick Look at Windows DIB Format.
A Special Microsoft Extension.
Reading a Windows Bitmap into an OpenGL Image.
Changing an Image's Size.
Specifying a Texture.
Multiple Images and Large Images.
Generating Images of Multiple Levels of Detail.
Introducing the CopenGLImage Class.
Deciding between Decal and Modulation Mode.
Using CopenGLImage to Select the Image.
Controlling Image Quality.
Applying a Textures to a Surface.
Repeating Textures and the glTexParameter* () Function.
Texture Quality and Filtering.
Texture Objects in OpenGL 1.1.
Other Texture-Mapping Features.
Try This: Picking Objects in 3-Space.
Manipulating OpenGL Objects.
Using Selection Mode.
Creating Names and a Name Stack.
Determining Which Objects Are Picked.
Advanced OpenGL Features.
Overview of OpenGL Extensions.
In Pursuit of Extensions.
Getting an Extension's Address.
The Vertex Array Extensions Found in OpenGL.
Using Vertex Array Pointers.
Using Color Array Pointers.
Using Color-Index Array Pointers.
Using Normal Vector Array Pointers.
Using Edge-Flag Array Pointers.
Using Texture-Coordinate Array Pointers.
Enabling Vertex Array Functionality.
Rendering an Element of the Array.
Rendering All or Part of the Array.
Indirectly Rendering All or Part of the Array.
Manipulating Arrays of Vertex Arrays.
When to Modify Vertex Array Data.
OpenGL 1.1's Texture Objects.
OpenGL 1.1 Extensions.
The Silicon Graphics OpenGL Drivers-Cosmo OpenGL.
OpenGL and Windows 95.
Measuring Code Speed.
Try This: OpenGL Resources.
What Our Readers Are Saying
Other books you might like
Business » International