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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This program texture maps a checkerboard image onto two rectangles. This demonstrates use of the glBitmap call. Pressing the middle mouse button stops the rotation. In this case, the gold teapot remains in focus. If you press the ‘z’ or ‘Z’ keys, you change the zoom factors. This program draws 5 red teapots, each at a different z distance from the eye, in different types of fog.
This program demonstrates use gllprogramming the accumulation buffer bopk create an out-of-focus depth-of-field effect. Drawing to the screen ceases. This is an illustration of the selection mode and name stack, which detects whether objects which collide with a viewing volume.
Pressing the ‘o’ key switches it back to the object coordinates. This program demonstrates how to intermix opaque and alpha blended polygons in the same scene, by using glDepthMask.
Within this mask, a different model ref sphere is drawn in a different color. If you press the ‘r’ key, the original image and zoom factors are reset.
It draws two diagonal lines to form an X; when ‘r’ is typed in the window, the lines are rotated in opposite directions.
OpenGL Redbook Samples
A 3×3 grid of squares is drawn. Press the ‘r’ key to reset the scene.
Then feedback mode is entered, and the same lines are drawn. This program demonstrates some characters of a stroke vector font. Pressing the left mouse button chooses between 3 types of fog: 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 the wrapping modes, if the texture coordinates fall outside 0. This program renders a lighted, filled Bezier surface, using two-dimensional evaluators. Use the ‘t’ key to toggle the order of drawing polygons. This program draws two rotated tori in a window. When the left mouse button is pressed, all squares under the cursor position have their color changed. Quadric objects are created with some quadric properties and the callback routine to handle errors. Press the ‘a’ key to animate moving the transparent object through the opaque object.
This program demonstrates polygon stippling. This program draws a texture mapped teapot with automatically generated texture coordinates. A simple example of using accumulation buffer to anti-alias.
This program demonstrates use of OpenGL feedback. The ‘t’ and ‘T’ keys control the wrapping for the t parameter. Objects are drawn using a grey material characteristic.
The Red Book
This program demonstrates how to make and execute a display list. This program demonstrates smooth shading. Then the selection mode is entered selectObjects routine. This program shows how to composite modeling transformations to draw translated and rotated models.
After initialization, the program will be in ColorMaterial erd. The viewing volume is jittered, except at the focal point, where the viewing volume is at the same position, each time. To overtly show the effect of mipmaps, each mipmap reduction level has a solidly colored, contrasting texture image.
The scene is then redrawn with the light in a new position. This program draws several overlapping filled polygons to demonstrate the effect order has on alpha blending results.
If the s key is pressed, a texture subimage is used to alter the original texture. Rectangles which are drawn under the cursor position are “picked. Pressing the left mouse button rotates the rectangle. First, a lighting environment is set up and a few lines are drawn.
The texture is bolk as stripes on the teapot. Use of multiple names and picking are demonstrated. This program demonstrates vertex arrays.
This program demonstrates when to issue lighting and transformation commands to render a model with a light which is moved by a modeling transformation rotate or translate. A single light source illuminates the objects. A smooth shaded polygon is drawn in a 2-D projection. Two tesselated objects are blprogramming. The second is a smooth shaded, self-intersecting star.