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Color Plates


Color Plates

Plate 1 Screenshot from the Material example program. Left to right, top row: plaster; glazed alabaster; lemon. Middle row: hard shiny blue plastic; ebony; brass. Bottom row: soft dull red plastic; polished wood; tire rubber.

Plate 2 Screenshot from the PixelRectangles example program. The code uses glDrawPixels() to render images of the Sun, Earth, and Moon. The varying alpha values in the RGBA data allow transparency and translucency.

Plate 3 A screenshot from the TextureMapping example program, which renders elevation data and imagery for a section of the Teton mountain range in Wyoming.

Plate 4 The texture image used by the TextureMapping example program. Note that the image itself already contains lighting and shading effects.

Plate 5 Screen shot from the ProjectedShadows example program.

Plate 6 A screen shot from the DepthMapShadows example program.

Plate 7 Screen shot from the CubeMap example program. The geometry lacks sufficient resolution to produce an acceptable specular highlight using OpenGL lighting. Instead, the example uses cube maps to produce the specular highlights.




Index


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





Index


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

Accumulation buffer 2nd
Active texture unit
Addison-Wesley Web site
AGL 2nd
aglChoosePixelFormat()
aglCreateContext()
aglDescribePixelFormat()
aglDestroyContext()
aglDestroyPixelFormat()
aglNextPixelFormat()
aglSetCurrentContext()
aglSetDrawable()
aglSwapBuffers()
Akeley, Kurt 2nd
Akin, Allen
Alpha and transparency
Alpha channel
Alpha test 2nd 3rd
Ambient light 2nd 3rd
     in glLightModel
Analysis of PEX 5.1 and OpenGL 1.0 2nd
Antialiasing
Apple
     developer Web site 2nd
     interfaces supported
Apple Developer Connection 2nd
Apple Mac OS X
     creating contexts
     deleting contexts
     swapping buffers
     using contexts
Apple Mac OS X entry points
     Extensions
Apple OpenGL Reference
ARB (Architecture Review Board) 2nd 3rd 4th
     extensions
     and version releases
     voting members
assert()
     and glGetError() 2nd
     and raster position
ATI 2nd
Attribute stack 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]

Backward compatibility 2nd 3rd 4th 5th
Bidirectional reflectance distribution functions (BRDFs)
Binding a texture object 2nd
Binding textures
Binding the buffer
Blank window, debugging 2nd
Blending 2nd
Blue book (OpenGL Reference Manual) 2nd
Buffer objects 2nd 3rd 4th
Buffers
     accumulation 2nd
     color
     depth 2nd 3rd 4th
     stencil 2nd 3rd
     swapping 2nd 3rd
Bump mapping
Byte ordering




Index


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

C preprocessor 2nd 3rd 4th 5th
C-binding 2nd
C-callable functions
Carbon applications 2nd
Cartesian coordinates 2nd 3rd 4th
     and 2D texture mapping
CGL (Core OpenGL)
Child windows
ChoosePixelFormat()
Clamping
Clamping artifacts
Clearing model-view matrix
Clearing multiple buffers
Clearing the framebuffer
Client state 2nd
Clip coordinates 2nd
Clip planes 2nd
Clipped raster positions
Clipping 2nd
Co-planar primitives 2nd
Cocoa
Code reusability 2nd
Color buffer
Color lookup table
Color material mode
Color matrix
Color plates
Color state
Colored light debugging
Column-major notation
Commands
     and display lists
     drawing
     execution order
     extension
     matrix-manipulation
     painter's algorithm
     processing order
     projection matrix
     texture unit state
     vertex array
Compilers
Computer Graphics: Principles and Practice
Constructive solid geometry (CSG) 2nd
Contexts
     Apple Mac OS X
     creating
     deleting
     Linux
     Microsoft Windows
     using
Coordinates
     clip
     eye 2nd 3rd
     normalized device 2nd 3rd
     object
     texture
     window
     world 2nd
Copying pixels
Core OpenGL (CGL)
CPU-limited applications
Creating contexts
     Apple Mac OS X
     Linux
     Microsoft Windows
Cube mapping 2nd 3rd
Cube-complete texture object
CubeMap example
Current material colors 2nd 3rd 4th
Current primary color 2nd 3rd
Current raster position 2nd