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Woo Mason, Neider Jacke, Davis Tom. The Official Guide to Learning OpenGL. Version 1.1 (Redbook)

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Woo Mason, Neider Jacke, Davis Tom. The Official Guide to Learning OpenGL. Version 1.1 (Redbook)
2nd edition. — Addison-Wesley, 1997. — 650 p. — ISBN-13 978-0201461381.

OpenGL is a powerful software interface for graphics hardware that allows graphics programmers to produce high-quality color images of 3D objects. The functions in the OpenGL library enable programmers to build geometric models, view models interactively in 3D space, control color and lighting, manipulate pixels, and perform such tasks as alpha blending, antialiasing, creating atmospheric effects, and texture mapping.
The OpenGL Programming Guide, Second Edition, shows how to create graphics programs, many of which highlight features of the latest OpenGL release. Assuming users have a background in C programming, the book discusses the architecture and functions of OpenGL, Version 1.1.
The second edition contains the following additions and improvements:
coverage of the new features of OpenGL, Version 1.1, including all texturing changes, vertex arrays, polygon offset, and RGBA logical operations
the incorporation of the OpenGL Utility Toolkit, GLUT, in all programming examples
an overview of the OpenGL rendering pipeline and state machine
enhanced coverage of polygon tessellation, quadric surfaces, pixel operations, and error handling
more performance tips
a greatly expanded index
The OpenGL Technical Library provides tutorial and reference books for OpenGL. The library enables programmers to gain a practical understanding of OpenGL and show them how to unlock its full potential.
The OpenGL Technical Library is developed 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 industry leaders such as Digital Equipment Corporation, Evans & Sutherland, Hewlett-Packard, IBM, Intel, Intergraph, Microsoft, Sun Microsystems, and Silicon Graphics.
Silicon Graphics, the Silicon Graphics logo, OpenGL and IRIS are registered trademarks, and IRIS
Graphics Library is a trademark of Silicon Graphics, Inc.
X Window System is a trademark of Massachusetts Institute of Technology. Display PostScript is a
registered trademark of Adobe Systems Incorporated.
Many of the designations used by manufacturers and sellers to distinguish their products are claimed as
trademarks. Where those designations appear in this book, and Addison-Wesley was aware of a
trademark claim, the designations have been printed in initial capital letters or all capital letters.
The OpenGL graphics system is a software interface to graphics hardware. (The GL stands for Graphics Library.) It allows you to create interactive programs that produce color images of moving three-dimensionalobjects. With OpenGL, you can controlcomputer-graphicstechnology to produce realistic pictures or ones that depart from reality in imaginative ways. This guide explains how to program with the OpenGL graphics system to deliver the visual effect you want.
Introduction to OpenGL. State Management and Drawing Geometric Objects. Viewing. Color. Lighting. Blending, Antialiasing, Fog, and Polygon Offset. Display Lists. Drawing Pixels, Bitmaps, Fonts, and Images. Texture Mapping. The Framebuffer. Tessellators and Quadrics. Evaluators and NURBS. Selection and Feedback.
Appendix: Order of Operations. State Variables. OpenGL and Window Systems. Вasics of GLUT: The OpenGL Utility Toolkit. Calculating Normal Vectors. Homogeneous Coordinates and Transformation Matrices. Programming Tips. OpenGL Invariance. Color Plates.
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