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Page left blank intently OpenGL® Distilled By Paul Martz !" #$ " " % ' ) ( "" * + * )" " *( ) % ) ' !" #$2 ( "* % )) + ") " ) " + " / % & '( " ) * + " (+ , ) ) ) ) ' !" #$ + ") + ) ( ' % ' ( & */' * " ** * * )" " * "" * (!" #$ ( - (+ '( " * /) / ) " )) * ' * % ) * * * " * ( ( " ' " * + % * ) )% )" + + - * )" * * " " * ) ) "" * ' * * * )" /( % " ) * * )" * (* + "* Page left blank intently Table of contents: Copyright Foreword Preface About the Book Intended Audience 10 Format of the Book 11 Conventions 12 OpenGL® Distilled Web Site 13 Acknowledgments 14 About the Author 15 Chapter An Introduction to OpenGL Section 1.1 What Is OpenGL? 18 Section 1.2 GLUT 30 Section 1.3 GLU 31 Section 1.4 Development Environment 32 Section 1.5 A Simple Example 35 Section 1.6 History of OpenGL 39 Section 1.7 More Information 42 Section 1.8 References 43 Chapter Drawing Primitives Section 2.1 OpenGL Primitives 46 Section 2.2 Specifying Vertex Data 49 Section 2.3 Drawing Details 63 Section 2.4 Performance Issues 70 Section 2.5 More Information 74 Section 2.6 References 75 Chapter Transformation and Viewing Section 3.1 Coordinate Systems and Matrices 78 Section 3.2 The Transformation Pipeline 83 Section 3.3 Setting the Model-View Matrix 90 Section 3.4 Perspective and Parallel Projections 93 Section 3.5 The Viewport 95 Section 3.6 Selection 96 Section 3.7 More Information 101 Section 3.8 References 102 Chapter Lighting Section 4.1 Overview 105 Section 4.2 Normals 108 Section 4.3 Light Parameters 109 Section 4.4 Material Parameters 111 Section 4.5 Positional and Directional Lights 115 Section 4.6 Debugging Lights 117 Section 4.7 More Information 120 Section 4.8 References 121 Chapter Pixel Rectangles Section 5.1 Drawing Pixels 123 Section 5.2 Reading Pixels 128 Section 5.3 Copying Pixels 129 Section 5.4 Performance Issues 130 Section 5.5 Debugging 131 Section 5.6 More Information 134 Section 5.7 References 135 Chapter Texture Mapping Section 6.1 Using Texture Maps 138 Section 6.2 Lighting and Shadows with Texture 155 Section 6.3 Debugging 169 Section 6.4 More Information 173 Section 6.5 References 174 Chapter Extensions and Versions Section 7.1 Extensions 176 Section 7.2 Versions 181 Section 7.3 Extension- and Version-Safe Code 183 Section 7.4 More Information 187 Chapter Platform-Specific Interfaces Section 8.1 Concepts 190 Section 8.2 Apple Mac OS X 191 Section 8.3 Linux 195 Section 8.4 Microsoft Windows 200 Section 8.5 More Information 204 Section 8.6 References 205 Appendix A Other Features Section A.1 Multisample 207 Section A.2 Occlusion Queries 208 Section A.3 Fog 209 Section A.4 Clip Planes 210 Section A.5 Stencil 211 Section A.6 The Accumulation Buffer 212 Section A.7 Shading Language 213 Section A.8 References 216 Appendix B Best Practices Section B.1 State 218 Section B.2 Errors 219 Section B.3 Precision 220 Section B.4 Objects 224 Appendix C Performance Section C.1 Measure Performance 224 Section C.2 Avoid Software Rendering 226 Section C.3 Reduce Pipeline Bottlenecks 228 Section C.4 Cull Unseen Geometry 232 Section C.5 State Changes and Queries 233 Appendix D Troubleshooting and Debugging Section D.1 Debugging Tools 235 Section D.2 OpenGL Errors 236 Section D.3 Debugging a Blank Window 239 Bibliography 242 Color Plates 245 Copyright ! " #$ % ' ())*+(,-+./0 & ! $ #$ " $ " 45 &7 2 $8 )-+,/-++9:0-(' " /% ,6 &7 +(; +999,))9 ))99< ,, ,));)+9.,+ % = ,))95 ? > * # $ ? ! " @ > % A :;? $ $ ? ),//9 ! ' 9/:*(.(-:).: # ! ! Dedication +)) $ ,))9 % $ Foreword ! " # ! $ % ' & ( & ) # '* + , # '* - +,- $ / 01 + ! # '* / # ! '* # '* 01 ! 01 766 56 $ # # : # ! '*! )! # # ) '* ; & $ '* # '* $ '* '* Preface ! " # $ %& & ' # " ( ) ! " # %& $ ) !( * + $ %&, $ %& ! $ "" %& ! " ( ' About the Book ! " # " $%& ' " " * * " ' , /0 $(() " # & * + & , - , & ' " " " &! & 1!3 & " $6 " 1!7 " # & & " [1] The voting members of the ARB as of January 2006 are 3Dlabs, Apple, ATI, Dell, IBM, Intel, NVIDIA, SGI, and Sun " " " " " )% ' )%%8 " " & & " " " " , & " 1! ' " " & " # & " " " & & : & , ; $(() " " $% )% $<

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