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Programming Guide, published by Addison
Wesley Professional; ISBN 0-201-60458-2. If you want to get
all the source codes, please download them.
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Double-Buffered Program: double
Polygon Stipple Patterns: polys
Enabling and Loading Vertex Arrays: varrays
Using Modeling Transformations: model
Wireframe Sphere with Two Clipping Planes: clip
Reversing the Geometric Processing Pipeline: unproject
(only for GLUT example, no image)
Moving a Light with Modeling Transformations: movelight
Different Material Properties: material
Approximate Real Materials: teapots
Using glColorMaterial(): colromat
Three-Dimensional Blending: alpha3D
Antialiased Lines: aargb
Antialiasing in Color-Index Mode: aaindex
Five Fogged Spheres in RGBA Mode: fog
Using Fog in Color-Index Mode: fogindex
Polygon Offset to Eliminate Visual Artifacts: polyoff
(only for GLUT example)
Multiple Display Lists to Define a Stroked Font: stroke
Defining a Complete Font: font
Drawing, Copying, and Zooming Pixel Data: image
Pixel Replacement Using Color Tables: colortable
Using Two-Dimensional Convolution Filters: convolution
Exchanging Color Components Using the Color Matrix: colormatrix
Compute and Diagram an Image's Histogram: histogram
Computing Minimum and Maximum Pixel Values: minmax
Demonstrating the Blend Equation Modes: blendeqn
Replacing a Texture Subimage: texsub
Three-Dimensional Texturing: texture3d
Binding Texture Objects: texbind
Automatic Texture-Coordinate Generation: texgen
Routines for Jittering the Viewing Volume: accpersp
Scene Antialiasing: accpersp
Jittering with an Orthographic Projection: accanti
Depth-of-Field Effect: dof
Quadrics Objects: quadric
Lit, Shaded Bezier Surface Using a Mesh: bezmesh
Using Evaluators for Textures: texturesurf
The NURBS Tessellation Callbacks: surfpoints
Trimming a NURBS Surface: trim