Table of Contents


book cover
OpenGL® Distilled
By Paul Martz
...............................................
Publisher: Addison Wesley Professional
Pub Date: February 27, 2006
Print ISBN-10: 0-321-33679-8
Print ISBN-13: 978-0-321-33679-8
Pages: 304
 



Table of Contents  | Index

   Copyright
   Foreword
   Preface
      About the Book
      Intended Audience
      Format of the Book
      Conventions
      OpenGL® Distilled Web Site
   Acknowledgments
   About the Author
    Chapter 1.  An Introduction to OpenGL
      Section 1.1.  What Is OpenGL?
      Section 1.2.  GLUT
      Section 1.3.  GLU
      Section 1.4.  Development Environment
      Section 1.5.  A Simple Example
      Section 1.6.  History of OpenGL
      Section 1.7.  More Information
      Section 1.8.  References
    Chapter 2.  Drawing Primitives
      Section 2.1.  OpenGL Primitives
      Section 2.2.  Specifying Vertex Data
      Section 2.3.  Drawing Details
      Section 2.4.  Performance Issues
      Section 2.5.  More Information
      Section 2.6.  References
    Chapter 3.  Transformation and Viewing
      Section 3.1.  Coordinate Systems and Matrices
      Section 3.2.  The Transformation Pipeline
      Section 3.3.  Setting the Model-View Matrix
      Section 3.4.  Perspective and Parallel Projections
      Section 3.5.  The Viewport
      Section 3.6.  Selection
      Section 3.7.  More Information
      Section 3.8.  References
    Chapter 4.  Lighting
      Section 4.1.  Overview
      Section 4.2.  Normals
      Section 4.3.  Light Parameters
      Section 4.4.  Material Parameters
      Section 4.5.  Positional and Directional Lights
      Section 4.6.  Debugging Lights
      Section 4.7.  More Information
      Section 4.8.  References
    Chapter 5.  Pixel Rectangles
      Section 5.1.  Drawing Pixels
      Section 5.2.  Reading Pixels
      Section 5.3.  Copying Pixels
      Section 5.4.  Performance Issues
      Section 5.5.  Debugging
      Section 5.6.  More Information
      Section 5.7.  References
    Chapter 6.  Texture Mapping
      Section 6.1.  Using Texture Maps
      Section 6.2.  Lighting and Shadows with Texture
      Section 6.3.  Debugging
      Section 6.4.  More Information
      Section 6.5.  References
    Chapter 7.  Extensions and Versions
      Section 7.1.  Extensions
      Section 7.2.  Versions
      Section 7.3.  Extension- and Version-Safe Code
      Section 7.4.  More Information
    Chapter 8.  Platform-Specific Interfaces
      Section 8.1.  Concepts
      Section 8.2.  Apple Mac OS X
      Section 8.3.  Linux
      Section 8.4.  Microsoft Windows
      Section 8.5.  More Information
      Section 8.6.  References
    Appendix A.  Other Features
      Section A.1.  Multisample
      Section A.2.  Occlusion Queries
      Section A.3.  Fog
      Section A.4.  Clip Planes
      Section A.5.  Stencil
      Section A.6.  The Accumulation Buffer
      Section A.7.  Shading Language
      Section A.8.  References
    Appendix B.  Best Practices
      Section B.1.  State
      Section B.2.  Errors
      Section B.3.  Precision
      Section B.4.  Objects
    Appendix C.  Performance
      Section C.1.  Measure Performance
      Section C.2.  Avoid Software Rendering
      Section C.3.  Reduce Pipeline Bottlenecks
      Section C.4.  Cull Unseen Geometry
      Section C.5.  State Changes and Queries
    Appendix D.  Troubleshooting and Debugging
      Section D.1.  Debugging Tools
      Section D.2.  OpenGL Errors
      Section D.3.  Debugging a Blank Window
   Bibliography
   Color Plates
   Index



OpenGL Distilled
OpenGL Distilled
ISBN: 0321336798
EAN: 2147483647
Year: 2007
Pages: 123
Authors: Paul Martz

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