Next:
List of Figures
Up:
The OpenGL Graphics System:
Previous:
The OpenGL Graphics System:
Contents
List of Figures
List of Tables
1 Introduction
1.1 What is the OpenGL Graphics System?
1.2 Programmer's View of OpenGL
1.3 Implementor's View of OpenGL
1.4 Our View
2 OpenGL Operation
2.1 OpenGL Fundamentals
Floating-Point Computation
2.2 GL State
2.3 GL Command Syntax
2.4 Basic GL Operation
2.5 GL Errors
2.6 Begin/End Paradigm
2.6.1 Begin and End Objects
2.6.2 Polygon Edges
2.6.3 GL Commands within Begin/ End
2.7 Vertex Specification
2.8 Vertex Arrays
2.9 Rectangles
2.10 Coordinate Transformations
2.10.1 Controlling the Viewport
2.10.2 Matrices
2.10.3 Normal Transformation
2.10.4 Generating texture coordinates
2.11 Clipping
2.12 Current Raster Position
2.13 Colors and Coloring
2.13.1 Lighting
Lighting Operation
2.13.2 Lighting Parameter Specification
2.13.3 ColorMaterial
2.13.4 Lighting State
2.13.5 Color Index Lighting
2.13.6 Clamping or Masking
2.13.7 Flatshading
2.13.8 Color and Texture Coordinate Clipping
2.13.9 Final Color Processing
3 Rasterization
3.1 Invariance
3.2 Antialiasing
3.3 Points
3.3.1 Point Rasterization State
3.4 Line Segments
3.4.1 Basic Line Segment Rasterization
3.4.2 Other Line Segment Features
Line Stipple
Wide Lines
Antialiasing
3.4.3 Line Rasterization State
3.5 Polygons
3.5.1 Basic Polygon Rasterization
3.5.2 Stippling
3.5.3 Antialiasing
3.5.4 Options Controlling Polygon Rasterization
3.5.5 Depth Offset
3.5.6 Polygon Rasterization State
3.6 Pixel Rectangles
3.6.1 Pixel Storage Modes
3.6.2 Pixel Transfer Modes
3.6.3 Rasterization of Pixel Rectangles
Unpacking
Conversion to floating-point
Conversion to RGB
Final Expansion to RGBA
Pixel Transfer Operations
Final Conversion
Conversion to Fragments
3.6.4 Pixel Transfer Operations
Arithmetic on Components
Arithmetic on Indices
RGBA to RGBA Lookup
Color Index Lookup
Stencil Index Lookup
3.7 Bitmaps
3.8 Texturing
Texture Image Specification
Alternate Texture Image Specification Commands
Texture Parameters
Texture Wrap Modes
3.8.1 Texture Minification
Mipmapping
3.8.2 Texture Magnification
3.8.3 Texture State and Proxy State
3.8.4 Texture Objects
3.8.5 Texture Environments and Texture Functions
3.8.6 Texture Application
3.9 Fog
3.10 Antialiasing Application
Per-Fragment Operations and the Framebuffer
4.1 Per-Fragment Operations
4.1.1 Pixel Ownership Test
4.1.2 Scissor test
4.1.3 Alpha test
4.1.4 Stencil test
4.1.5 Depth buffer test
4.1.6 Blending
4.1.7 Dithering
4.1.8 Logical Operation
4.2 Whole Framebuffer Operations
4.2.1 Selecting a Buffer for Writing
4.2.2 Fine Control of Buffer Updates
4.2.3 Clearing the Buffers
4.2.4 The Accumulation Buffer
4.3 Drawing, Reading, and Copying Pixels
4.3.1 Writing to the Stencil Buffer
4.3.2 Reading Pixels
Obtaining Pixels from the Framebuffer
Conversion of RGBA values
Conversion of Depth values
Pixel Transfer Operations
Conversion to L
Final Conversion
Placement in Client Memory
4.3.3 Copying Pixels
4.3.4 Pixel draw/read state
5 Special Functions
5.1 Evaluators
5.2 Selection
5.3 Feedback
5.4 Display Lists
5.5 Flush and Finish
5.6 Hints
6 State and State Requests
A Invariance
A.1 Repeatability
A.2 Multi-pass Algorithms
A.3 Invariance Rules
A.4 What All This Means
B Corollaries
C Version 1.1
C.1 Vertex Array
C.2 Polygon Offset
C.3 Logical Operation
C.4 Texture Image Formats
C.5 Texture Replace Environment
C.6 Texture Proxies
C.7 Copy Texture and Subtexture
C.8 Texture Objects
C.9 Other Changes
C.10 Acknowledgements
Index
About this document ...
David Blythe
Sat Mar 29 02:23:21 PST 1997