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OpenGL Programming Guide Second Edition - Niksula

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use with your context. A color palette must be selected before the context is<br />

initially bound to a window. In RGBA mode, <strong>OpenGL</strong> sets up a palette<br />

automatically.<br />

Using an OS/2 Logical Font<br />

PGL Prototypes<br />

Initialization<br />

Controlling Rendering<br />

WGL: <strong>OpenGL</strong> Extension for Microsoft Windows NT and Windows 95<br />

Initialization<br />

Controlling Rendering<br />

Managing an <strong>OpenGL</strong> Rendering Context<br />

<strong>OpenGL</strong> Rendering to a Bitmap<br />

Synchronizing Execution<br />

Swapping Buffers<br />

Finding a Color Palette<br />

Using a Bitmap or Outline Font<br />

WGL Prototypes<br />

Initialization<br />

Controlling Rendering<br />

Appendix D<br />

Basics of GLUT: The <strong>OpenGL</strong> Utility Toolkit<br />

Initializing and Creating a Window<br />

Handling Window and Input Events<br />

Loading the Color Map<br />

Initializing and Drawing Three−Dimensional Objects<br />

Managing a Background Process<br />

Running the Program<br />

Appendix E<br />

Calculating Normal Vectors<br />

Finding Normals for Analytic Surfaces<br />

Finding Normals from Polygonal Data<br />

Appendix F<br />

Homogeneous Coordinates and Transformation Matrices<br />

Homogeneous Coordinates<br />

Transforming Vertices<br />

Transforming Normals<br />

Transformation Matrices<br />

Translation<br />

Scaling

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