Book description
The licensing of OpenGL to many leading computer companies, including Microsoft, has made it possible for graphics programmers to learn to write stunning 3D graphics programs using the industry graphics standard on the world's most popular operating system. And OpenGL Programming for Windows 95 and Windows NT is the key to the door of opportunity for those who see the tremendous potential for programmers who can produce high-quality 3D applications on these platforms.
Using numerous examples, Microsoft's Visual C++ programming platform, the C++ programming language, and the Microsoft Foundation Classes, Fosner starts with a generic C application that can be compiled from any 32-bit C compiler and, step by step, covers the basics of creating an OpenGL program:
Selecting the appropriate pixel format
Arranging the device context and rendering contexts
Enhancing OpenGL programs to achieve maximum speed
Using display lists and texture maps
Finding OpenGL enhancements hidden in your video driver
Programming OpenGL's Modelview matrix to get the effects you want
Providing rapid animation under Windows -- without bogging down the user interface.
Most important, you'll absorb this knowledge within the context of developing a Windows application that you can experiment with and actually use in your Windows programs. You will gain hands-on experience in designing, creating, programming, measuring, and optimizing a real OpenGL 3D animation program.
Table of contents
- Copyright
- Preface
- Acknowledgments
- List of Figures
- List of Listings
- 1. Why 3D? Why OpenGL?
- 2. OpenGL for Windows Programmers
- 3. Understanding OpenGL
- 4. Rendering with OpenGL
- 5. Matrix Transformations Are Your Friends!
- 6. Creating a Windows OpenGL View Class
-
7. Display Lists and Fonts
- Caching OpenGL Commands
- Hierarchical Display Lists
- Using Display Lists in the COpenGLView Class
- Rendering Windows Fonts in OpenGL
- Summary
- Try This
- 8. OpenGL and Animation
- 9. Colors, Materials, and Lights
- 10. Textures
- 11. Picking Objects in 3-Space
-
12. Advanced OpenGL Features
- Overview of OpenGL Extensions
- The Vertex Array Extensions Found in OpenGL 1.0
-
Advanced Vertex Construction: Vertex Arrays in OpenGL 1.1
- Using Vertex Array Pointers
- Using Color Array Pointers
- Using Color-Index Array Pointers
- Using Normal Vector Array Pointers
- Using Edge-Flag Array Pointers
- Using Texture-Coordinate Array Pointers
- Enabling Vertex Array Functionality
- Rendering an Element of the Array
- Rendering All or Part of the Array
- Indirectly Rendering All or Part of the Array
- Manipulating Arrays of Vertex Arrays
- When to Modify Vertex Array Data
- OpenGL 1.1’s Texture Objects
- OpenGL 1.1 Extensions
- The Silicon Graphics OpenGL Drivers—Cosmo OpenGL
- OpenGL and Windows 95
- Measuring Code Speed
- Shadows
- Fog
- Hardware Accelerators
- Try This
- OpenGL Resources
Product information
- Title: OpenGL Programming for Windows 95 and Windows NT
- Author(s):
- Release date: October 1996
- Publisher(s): Addison-Wesley Professional
- ISBN: 9780321620491
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