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OpenGL® SuperBible, Third Edition
book

OpenGL® SuperBible, Third Edition

by Richard S. Wright, Benjamin Lipchak
June 2004
Intermediate to advanced
1200 pages
24h 40m
English
Sams
Content preview from OpenGL® SuperBible, Third Edition

Chapter 6. More on Colors and Materials

by Richard S. Wright, Jr.

WHAT YOU'LL LEARN IN THIS CHAPTER:

How To

Functions You'll Use

Blend colors and objects together

glBlendFunc, glBlendFuncSeparate, glBlendEquation, glBlendColor

Use alpha testing to eliminate fragments

glAlphaFunc

Add depth cues with fog

glFog

Render motion-blurred animation

glAccum

In the preceding chapter, you learned that there is more to making a ball appear red than just setting the drawing color to red. Material properties and lighting parameters can go a long way toward adding realism to your graphics, but modeling the real world has a few other challenges that we will address in this chapter. For starters, many effects are accomplished by means of blending colors together. Transparent ...

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Publisher Resources

ISBN: 0672326019Purchase book