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Advanced Graphics Programming Using OpenGL
book

Advanced Graphics Programming Using OpenGL

by Tom McReynolds, David Blythe
February 2005
Intermediate to advanced
672 pages
20h 39m
English
Morgan Kaufmann
Content preview from Advanced Graphics Programming Using OpenGL
CHAPTER 3

Color, Shading, and Lighting

In this chapter we cover the basics of color representation, lighting models, and shading objects. Geometric modeling operations are responsible for accurately reproducing shape, size, position, and orientation. Knowledge of the basics of color, lighting, and shading are the next step in reproducing the visual appearance of an object.

3.1 Representing Color

To produce more realistic images, objects being rendered must be shaded with accurate colors. Modern graphics accelerators can faithfully generate colors from a large, but finite palette. In OpenGL, color values are specified to be represented with a triple of floating-point numbers in the range [0,1]. These values specify the amount of red, green, ...

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Publisher Resources

ISBN: 9781558606593