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OpenGL Distilled - page 112



Index


[A] [B] [C] [D] [E] [F] [G] [H] [I] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] [Z]

Name stack
Negative scales
Neider, Jackie
Nested model transformations 2nd
Normal rescaling 2nd
Normalization
Normalized device coordinates 2nd 3rd
Normals 2nd
NSOpenGL
NVIDIA 2nd




Index


[A] [B] [C] [D] [E] [F] [G] [H] [I] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] [Z]

Object coordinates
     transforming to window coordinates
Objects
     identifier generation
     sharing between contexts 2nd 3rd
Obscured windows
Occlusion queries 2nd 3rd
     optimizing
Offscreen buffers 2nd
Offscreen rendering 2nd
1D textures
Onscreen rendering
OpenGL
     commands
     for embedded systems
     Extension Registry Web site 2nd
     function calls
     shading language (GLSL)
     Web site 2nd 3rd
OpenGL ES
OpenGL Graphics System: A Specification 2nd
OpenGL Graphics with the X Window System
OpenGL Utility Library (GLU)
OpenGL Utility Toolkit (GLUT) 2nd
opengl32.dll
OpenGL Programming Guide (the red book)
OpenGL Reference Manual (the blue book) 2nd
OpenGL Shading Language (the orange book) 2nd 3rd
Optimization tools
Optimizing code
Orange book (OpenGL Shading Language) 2nd 3rd
Order-independent transparency
Orthographic view
Out of memory error 2nd
Overlapping windows 2nd
Overloading commands




Index


[A] [B] [C] [D] [E] [F] [G] [H] [I] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] [Z]

Painter's algorithm
Parallel projections
Parameters
     light source
     material
Parsing extension strings
Pbuffers 2nd 3rd
Per-fragment lighting
Per-fragment operations
Per-vertex lighting 2nd
Per-vertex operations 2nd
Percentage closer filtering 2nd 3rd
Performance
     accumulation buffer
     and debugging code
     and display lists
     and face-culling
     and geometric resolution
     and glBegin()/glEnd()
     and material parameters
     measuring
     and normalization
     and occlusion queries
     and pixel rectangles
     and state pushing 2nd
     and vertex array size
     and vertex count
     and vertical sync
Perspective division
Perspective projections 2nd
PEX 2nd
PEXlib API
PHIGS (Programmer's Hierarchical Interactive Graphics System)
Picking example code 2nd 3rd
Pipeline
     architecture
     bottlenecks
     pixel 2nd 3rd
     rendering
     transformation
Pixel
     alignment 2nd
     data
     formats 2nd 3rd
     operations 2nd
     ownership test
     zoom
Pixel pipeline 2nd 3rd
Pixel rectangles
     copying pixels
     debugging
     drawing pixels
     performance
     reading pixels
PixelBuffer example code
PixelRectangles example program 2nd
Platform-specific interfaces
     Apple Mac OS X
     Linux
     Microsoft Windows
Platform-specific SDK
Points
Polygon
     coloring
     mode
     tesselation
Polygon offset
Positional light sources
Postmultiplication
Precision
Primitives, drawing
     alpha and transparency
     clearing the framebuffer
     co-planar primitives
     depth test
     modeling transformations
     performance
     polygon mode
     smooth and flat shading
     types
     vertex data
ProjectedShadows example
Projection matrix 2nd 3rd
Projection transformation 2nd