GLPROGRAMMING RED BOOK PDF

Red Book, Redbooks, Little Red Book or Big Red Book may refer to: Contents. 1 Political part of the Rainbow Series by the National Computer Security Center; The Red Book, alternate name for the 8th edition of the OpenGL Programming. Welcome to the website for the OpenGL Programming Guide (the “Red Book”). The latest release — the ninth edition — brings the most comprehensive. Today’s OpenGL software interface enables programmers to produce extraordinarily “The most recent Red Book parallels the grand tradition of OpenGL;.

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The eye position does not change. This program demonstrates fog in color index mode. This program demonstrates some characters of a stroke vector font.

Pressing the ‘o’ key switches it back to the object coordinates. This is a simple, introductory OpenGL program. First, four triangles and a rectangular box representing a viewing volume are drawn drawScene routine. Thus, the quadrilateral which is drawn is drawn with several different colors.

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This program draws two rotated tori in a window. Pressing the left mouse button chooses between 3 types of fog: Then the selection mode is entered selectObjects routine. The viewing volume is jittered, except at the focal point, where the viewing volume is at the same position, each time. Objects are drawn using a grey material characteristic.

The green triangle and yellow triangles appear to lie within the viewing volume, but the red triangle appears to lie outside it. Pressing glprogtamming middle mouse button stops the rotation. This program renders a wireframe Bezier surface, using two-dimensional evaluators. This program demonstrates the wrapping modes, if the texture coordinates fall outside 0. In this example, the green triangle causes one hit with the name 1, and the yellow triangles cause one hit with the name 3.

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This program uses evaluators to generate a curved surface and automatically generated texture coordinates. The teapots are drawn several times into the accumulation buffer.

A sphere is drawn using a grey material characteristic. If running this program on OpenGL 1. To overtly show the effect of mipmaps, each mipmap reduction level has a solidly colored, contrasting texture image.

Picking is demonstrated in this program. The scene is then redrawn with the light in a new position. In this program, there is a fixed density value, as well as fixed start and end values for the linear fog.

This program demonstrates polygon offset to draw a shaded polygon and its wireframe counterpart without ugly visual artifacts “stitching”. A single light source illuminates the objects.

This program demonstrates use of the accumulation buffer to create an out-of-focus depth-of-field effect. Note the exterior rectangle is drawn with its vertices in counter-clockwise order, but its interior clockwise. This program shows how to draw anti-aliased gllprogramming in color index mode.

This is an illustration of the selection mode and name stack, which detects whether objects which collide with a viewing volume.

To see if any collisions occur, the glprogrammnig triangles are called. This program demonstrates the use of the OpenGL lighting model.

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Pressing the ‘e’ key changes the coordinate generation to eye gpprogramming of the vertex. This program uses evaluators to draw a Bezier curve.

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The characters are represented by display lists, which are given numbers which correspond to the ASCII values of the characters.

The results in the feedback buffer are printed. This is a simple double buffered program.

This program draws 5 red teapots, each at a different z distance from the eye, in different types of fog. If the r key is pressed, the original texture is restored.

This program demonstrates using glBindTexture by creating and managing two textures. When the left mouse button is pressed, all squares under the cursor position have their color changed.

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Press the ‘a’ key to animate moving the transparent object through the opaque object. Within this mask, a different model a sphere is drawn in a different color.

This program demonstrates a single modeling transformation, glScalef and a single viewing transformation, gluLookAt. Use of multiple names and picking are demonstrated.

This program demonstrates the use of the GL lighting model. Draws the bitmapped letter F on the screen several times. If the s key is pressed, a texture subimage is used to alter the original texture. This demonstrates use of the glBitmap call. The ‘t’ and ‘T’ keys control the wrapping glprogramminy the t parameter. Use of glCallLists is demonstrated. This program demonstrates polygon tessellation.