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OpenGL Programming Guide Second Edition - Niksula

OpenGL Programming Guide Second Edition - Niksula

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Describing Points, Lines, and Polygons<br />

What Are Points, Lines, and Polygons?<br />

Specifying Vertices<br />

<strong>OpenGL</strong> Geometric Drawing Primitives<br />

Basic State Management<br />

Displaying Points, Lines, and Polygons<br />

Point Details<br />

Line Details<br />

Polygon Details<br />

Normal Vectors<br />

Vertex Arrays<br />

Step 1: Enabling Arrays<br />

Step 2: Specifying Data for the Arrays<br />

Step 3: Dereferencing and Rendering<br />

Interleaved Arrays<br />

Attribute Groups<br />

Some Hints for Building Polygonal Models of Surfaces<br />

Chapter 3<br />

Viewing<br />

An Example: Building an Icosahedron<br />

Overview: The Camera Analogy<br />

A Simple Example: Drawing a Cube<br />

General−Purpose Transformation Commands<br />

Viewing and Modeling Transformations<br />

Thinking about Transformations<br />

Modeling Transformations<br />

Viewing Transformations<br />

Projection Transformations<br />

Perspective Projection<br />

Orthographic Projection<br />

Viewing Volume Clipping<br />

Viewport Transformation<br />

Defining the Viewport<br />

The Transformed Depth Coordinate<br />

Troubleshooting Transformations<br />

Manipulating the Matrix Stacks<br />

The Modelview Matrix Stack<br />

The Projection Matrix Stack<br />

Additional Clipping Planes

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