Synopses & Reviews
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.
About the Author
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.
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