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 second is a smooth shaded, self-intersecting star. Pressing the ‘o’ key switches it back to the object coordinates. To see if any collisions occur, the four triangles are called. In this case, the gold teapot remains in focus. This program demonstrates smooth shading.
The Red Book
Within this mask, a different model a sphere is drawn in a different color. Drawing to the screen ceases. Pressing the middle mouse button stops the rotation. The ‘t’ and ‘T’ keys control the wrapping for the t parameter.
This program demonstrates lots of material properties. Quadric objects are created with some quadric properties and the callback routine to handle errors. Pressing the left mouse button chooses between 3 types of fog: If you press the ‘r’ key, the original image and zoom factors are reset.
A sphere is drawn using a grey material characteristic. This program texture maps a checkerboard image onto two boik. Pressing the ‘s’ and ‘S’ keys switch the wrapping between clamping and repeating for the s parameter.
Then feedback mode is entered, and the same lines are drawn. This program demonstrates the wrapping modes, if the texture coordinates fall outside 0.
If you press the ‘z’ or ‘Z’ keys, you change the zoom factors. Three cones are drawn at different z values in a linear fog. Use of glCallLists is demonstrated. Two tesselated objects are drawn.
This program demonstrates fog in color index mode. The characters are represented by display lists, which are given numbers which correspond to the ASCII values of the characters. This program demonstrates how to intermix opaque and alpha blended polygons in the same scene, by using glDepthMask. In this example, the green triangle causes one hit with the name 1, and the yellow triangles cause one hit with the name 3.
A wireframe box rrd rendered. This program demonstrates using glBindTexture by creating and managing two textures. Several objects are drawn using different material characteristics. A simple example of using accumulation buffer to anti-alias. Note the exterior rectangle is drawn with its vertices in counter-clockwise glprogramminv, but its interior clockwise.
Note the combineCallback is needed for the self-intersecting star. This program demonstrates geometric primitives and their attributes. Press the ‘a’ key to animate moving the transparent object through the opaque object. This program demonstrates polygon offset to draw a shaded polygon and its reed counterpart without ugly visual artifacts “stitching”. This program demonstrates use of the accumulation buffer to create an out-of-focus depth-of-field effect. Use the ‘t’ key to toggle the order of drawing polygons.
Use the accumulation buffer to do full-scene antialiasing on a scene with perspective projection, using the special routines accFrustum and accPerspective. This program demonstrates glprogramminv mipmaps for texture maps. This program draws two rotated tori in a window. This program clamps the texture, if the texture coordinates fall outside 0. A diamond in the center of the window masks out part of the scene. To overtly show the effect of mipmaps, each mipmap reduction level has a solidly colored, contrasting texture image.
This program uses evaluators to draw a Bezier curve.
The scene is then redrawn with the light in a new position. Rectangles which are drawn under the cursor position are “picked.
This program uses evaluators to generate a curved surface and automatically generated texture coordinates.
This program draws 5 red teapots, each at a different z distance from the eye, in different types of fog. The light position is reset after the modeling transformation is called.
The OpenGL Programming Guide
Use of multiple names and picking are blprogramming. First, a lighting environment is set up and a few lines are drawn. In rendering mode, three overlapping rectangles are drawn. The eye position does not change. This program demonstrates use of OpenGL feedback. This program demonstrates polygon tessellation. This program shows how to composite modeling transformations to draw translated and rotated hierarchical models.
This program demonstrates some characters of a stroke vector font.