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Learn OpenGL Graphics Programming

Therefore a decent knowledge of the C++ programming language is required for these learnopengl.com/demo/autotools_tutorial.txt: an autotools tutorial by.



OpenGL® Programming Guide: The Official Guide to Learning

(GLSL)) a special language very similar to C++ for constructing OpenGL shaders. GLSL is used for all shaders in OpenGL



Introduction à OpenGL et GLUT

Le rendu des primitives dépend de nombreuses variables d'état (matrice de transformation couleur



offline learnopengl.pdf

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Computer Graphics Programming in OpenGL with C++ Second

Paul Baker's bump-mapping tutorial Using OpenGL with C++ requires configuring several libraries. ... org/registry/OpenGL/specs/gl/glspec44.core.pdf.



Beginners Tutorials

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OpenGL Tutorial

28 févr. 2013 OpenGL Tutorial Release 1.0. Source code1. The guide is available in the following formats: PDF2. ePub3 for ebook readers.



The OpenGL R Graphics System: A Specification (Version 4.5 (Core

1 mai 2022 available at www.khronos.org/files/member agreement.pdf. Khronos grants a con- ... Languages such as C++ and Javascript which allow passing.



Programmation C/C++ et OpenGL

28 oct. 2020 2 Introduction rapide au C/C++ & Visual Studio. 5. 2.1 Le saviez-vous? ... Introduction à l'architecture OpenGL [KSS16] : les données et les.



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Since OpenGL is a graphics API and not a platform of its own it requires a language to operate create an additional C++ file with the following code:



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''If you are looking for the definitive guide to programming with the very latest version of OpenGL look no further The authors of this book have been deeply 



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Computer graphics programming in OpenGL with C++ [2 

By purchasing or using this book and its companion files (the “Work”) 1 1 Languages and Libraries 1 1 1 C++ 1 1 2 OpenGL / GLSL 1 1 3 Window Management 

  • Can you use C++ in OpenGL?

    Since OpenGL is a graphics API and not a platform of its own, it requires a language to operate in and the language of choice is C++ .
  • How much C++ is required for OpenGL?

    You don't need to be a master in C++ to start learning OpenGL. As a matter of fact, you don't even need to know C++. If you know a decent amount of C, you should be fine to start working with OpenGL. OpenGL is not a programming language, it is an API.
  • Is OpenGL for C or C++?

    The OpenGL libraries are written in C and allows for many derivations in other languages, but in its core it remains a C-library.
  • So let's get started

    1Install and Setup MSYS. Head over to this link https://www.msys2.org/ and download the mysy2 installer. 2Open MSYS2. 3Install Pacman in the MSYS2. 4Install MinGW package via CLI. 5Install Freeglut. 6Install Glew. 7Download Code Blocks. 8Set up the compiler in Code Blocks.

OpenGL Programming Guide : Table of Contents

OpenGL Programming Guide

OpenGL Programming Guide

The Official Guide to Learning OpenGL, Version 1.1 l

About This Guide

l

Chapter 1. Introduction to OpenGL

l Chapter 2. State Management and Drawing Geometric Objects l

Chapter 3. Viewing

l

Chapter 4. Color

l

Chapter 5. Lighting

l Chapter 6. Blending, Antialiasing, Fog, and Polygon Offset l

Chapter 7. Display Lists

l Chapter 8. Drawing Pixels, Bitmaps, Fonts, and Images l

Chapter 9. Texture Mapping

l

Chapter 10. The Framebuffer

l

Chapter 11. Tessellators and Quadrics

l

Chapter 12. Evaluators and NURBS

l

Chapter 13. Selection and Feedback

l

Chapter 14. Now That You Know

l

Appendix A. Order of Operations

l

Appendix B. State Variables

l Appendix C. WGL: OpenGL Extension for Microsoft Windows NT and Windows 95 dex.html (1 of 2)21/1/2004 20:58:11

OpenGL Programming Guide : Table of Contents

l Appendix D. Basics of GLUT: The OpenGL Utility Toolkit l

Appendix E. Calculating Normal Vectors

l Appendix F. Homogeneous Coordinates and Transformation Matrices l

Appendix G. Programming Tips

l

Appendix H. OpenGL Invariance

l

Appendix I. Color Plates

dex.html (2 of 2)21/1/2004 20:58:11

OpenGL Programming Guide

OpenGL Programming Guide

Programming Guide > About Page

The Official Guide to

Learning OpenGL, Version 1.1

About This Guide

The OpenGL graphics system is a software interface to graphics hardware. (The GL stands for Graphics Library.) It allows you to create interactive programs that pr oduce color images of moving three-dimensional objects. With OpenGL, you can control computer- graphics technology to produce realistic pictures or ones that depart from realit y in imaginative ways. This guide explains how to program with the OpenGL graphics system to de liver the visual effect you want.

What This Guide Contains

This guide has 14 chapters, one more than the ideal number. The first fi ve chapters present basic information that you need to understand to be able to draw a properly co lored and lit three- dimensional object on the screen. l

Chapter 1, "Introduction to OpenGL,"

provides a glimpse into the kinds of things OpenGL can do. It also prese nts a simple OpenGL program and explains essential programming details you need to kn ow for subsequent chapters. l Chapter 2, "State Management and Drawing Geometric Objects," explains how to create a three-dimensional geometric description of an o bject that is eventually drawn on the screen. l

Chapter 3, "Viewing,"

l describes how such three-dimensional models are transformed before being drawn onto a two-dimensional screen. You can control these transformations to show a particular view of a model. l

Chapter 4, "Color,"

describes how to specify the color and shading method used to draw an ob ject. l Chapter 5, "Lighting,"explains how to control the lighting conditions surrounding an object an d how that object responds to light (that is, how it reflects or absorbs light). Lightin g is an important topic, out.html (1 of 6)21/1/2004 20:58:15

OpenGL Programming Guide

since objects usually don't look three-dimensional until they're lit. The remaining chapters explain how to optimize or add sophisticated feat ures to your three- dimensional scene. You might choose not to take advantage of many of the se features until you're more comfortable with OpenGL. Particularly advanced topics are no ted in the text where they occur. l Chapter 6, "Blending, Antialiasing, Fog, and Polygon Offset," describes techniques essential to creating a realistic scene - alpha ble nding (to create transparent objects), antialiasing (to eliminate jagged edges), atmos pheric effects (to simulate fog or smog), and polygon offset (to remove visual artifacts when highlighting the edges of filled polygons). l

Chapter 7, "Display Lists,"

discusses how to store a series of OpenGL commands for execution at a la ter time. You'll want to use this feature to increase the performance of your OpenGL prog ram. l Chapter 8, "Drawing Pixels, Bitmaps, Fonts, and Images," discusses how to work with sets of two-dimensional data as bitmaps or im ages. One typical use for bitmaps is describing characters in fonts. l

Chapter 9, "Texture Mapping,"

explains how to map one- and two-dimensional images called textures onto three- dimensional objects. Many marvelous effects can be achieved through text ure mapping. l

Chapter 10, "The Framebuffer,"

describes all the possible buffers that can exist in an OpenGL implement ation and how you can control them. You can use the buffers for such effects as hidden -surface elimination, stenciling, masking, motion blur, and depth-of-field focusi ng. l

Chapter 11, "Tessellators and Quadrics,"

shows how to use the tessellation and quadrics routines in the GLU (Ope nGL Utility

Library).

l

Chapter 12, "Evaluators and NURBS,"

gives an introduction to advanced techniques for efficiently generating curves or surfaces. l

Chapter 13, "Selection and Feedback,"

explains how you can use OpenGL's selection mechanism to select an objec t on the screen. It also explains the feedback mechanism, which allows you to col lect the drawing information OpenGL produces rather than having it be used to draw on the screen. l

Chapter 14, "Now That You Know,"

describes how to use OpenGL in several clever and unexpected ways to pro duce interesting results. These techniques are drawn from years of experience with both OpenGL and the technological precursor to OpenGL, the Silicon Graphics I

RIS Graphics

Library.

In addition, there are several appendices that you will likely find usef ul. l

Appendix A, "Order of Operations,"

out.html (2 of 6)21/1/2004 20:58:15

OpenGL Programming Guide

gives a technical overview of the operations OpenGL performs, briefly de scribing them in the order in which they occur as an application executes. l

Appendix B, "State Variables,"

lists the state variables that OpenGL maintains and describes how to obt ain their values. l

Appendix C, "OpenGL and Window Systems,"briefly describes the routines available in window-system specific libra

ries, which are extended to support OpenGL rendering. WIndow system interfaces to the X

Window

System, Apple MacIntosh, IBM OS/2, and Microsoft Windows NT and Windows

95 are

discussed here. l Appendix D, "Basics of GLUT: The OpenGL Utility Toolkit," discusses the library that handles window system operations. GLUT is por table and it makes code examples shorter and more comprehensible. l

Appendix E, "Calculating Normal Vectors,"

tells you how to calculate normal vectors for different types of geometr ic objects. l

Appendix F, "Homogeneous Coordinates and Transformation Matrices,"explains some of the mathematics behind matrix transformations.

l

Appendix G, "Programming Tips,"lists some programming tips based on the intentions of the designers of

OpenGL that you

might find useful. l

Appendix H, "OpenGL Invariance,"

describes when and where an OpenGL implementation must generate the exac t pixel values described in the OpenGL specification. l

Appendix I, "Color Plates,"

contains the color plates that appear in the printed version of this gui de.

What's New in This Edition

To the question, "What's new in this edition?" the wiseacre answer is "A bout 100 pages." The more informative answer follows. l Detailed information about the following new features of OpenGL Version

1.1 has been added.

m

Vertex arrays

m Texturing enhancements, including texture objects (including residency and prioritization), internal texture image format, texture subimages, text ure proxies, and copying textures from frame buffer data m

Polygon offset

m

Logical operation in RGBA mode

l Program examples have been converted to Mark Kilgard's GLUT, which stand s for Graphics Library Utility Toolkit. GLUT is an increasingly popular window ing toolkit, which is well-documented and has been ported to different window systems l More detail about some topics that were in the first edition, especially coverage of the OpenGL Utility (GLU) Library. m An entire chapter on GLU tessellators and quadrics out.html (3 of 6)21/1/2004 20:58:15

OpenGL Programming Guide

m A section (in Chapter 3) on the use of gluProject() and gluUnProject(), which mimics or reverses the operations of the geometric processing pipeline (This has been the subject of frequen t discussions on the Internet newsgroup on OpenGL, comp.graphics.api.opengl m Expanded coverage (and more diagrams) about images m

Changes to GLU NURBS properties

m Error handling and vendor-specific extensions to OpenGL m Appendix C expanded to include OpenGL interfaces to several window/operating systems The first edition's appendix on the OpenGL Utility Library was removed, and its information has been integrated into other chapters. l

A much larger and more informative index

l Bug fixes and minor topic reordering. Moving the display list chapter is the most noticeable change.

What You Should Know Before Reading This Guide

This guide assumes only that you know how to program in the C language a nd that you have some background in mathematics (geometry, trigonometry, linear algebra, calculus, and differential geometry). Even if you have little or no experience with c omputer-graphics technology, you should be able to follow most of the discussions in this book. Of course, computer graphics is a huge subject, so you may want to enrich your lear ning experience with supplemental reading. l

Computer Graphics: Principles and Practice by James D. Foley, Andries van Dam, Steven K. Feiner, and John F. Hughes (Reading, MA: Addison-Wesley, 1990

) - This book is an encyclopedic treatment of the subject of computer graphics. I t includes a wealth of information but is probably best read after you have some expe rience with the subject. l

3D Computer Graphics: A User's Guide for Artists and Designers by Andrew S. Glassner (New York: Design Press, 1989) - This book is a nontechnical,

gentle introduction to computer graphics. It focuses on the visual effects that can be achieved rather than on the techniques needed to achieve them. Once you begin programming with OpenGL, you might want to obtain the

OpenGL Reference

Manual

by the OpenGL Architecture Review Board (Reading, MA: Addison-Wesley Developers Press, 1996), which is designed as a companion volume to thi s guide. The

Reference

Manual

provides a technical view of how OpenGL operates on data that describes a geometric object or an image to produce an image on the screen. It also contains f ull descriptions of each set of related OpenGL commands - the parameters used by the commands, th e default values for those parameters, and what the commands accomplish. Many OpenGL implemen tations have this same material on-line, in the form of man pages or other help documents, and it's probably out.html (4 of 6)21/1/2004 20:58:15

OpenGL Programming Guide

more up-to-date. There is also a http version on the World Wide Web; con sult Silicon Graphics

OpenGL Web Site (

http://www.sgi.com/software/opengl ) for the latest pointer. OpenGL is really a hardware-independent specification of a programming i nterface, and you use a particular implementation of it on a particular kind of hardware. This guide explains how to program with any OpenGL implementation. However, since implementations m ay vary slightly - in performance and in providing additional, optional features, for exa mple - you might want to investigate whether supplementary documentation is available for the par ticular implementation you're using. In addition, you might have OpenGL-related utilities, tool kits, programming and debugging support, widgets, sample programs, and demos available to you with your system.

How to Obtain the Sample Code

This guide contains many sample programs to illustrate the use of partic ular OpenGL programming techniques. These programs make use of Mark Kilgard's OpenGL

Utility Toolkit

(GLUT). GLUT is documented in

OpenGL Programming for the X Window System

by Mark Kilgard (Reading, MA: Addison-Wesley Developers Press, 1996). The sect ion "

OpenGL-

Related Libraries

" in Chapter 1 and Appendix D gives more information about using GLUT. If you have access to the Internet, you can obtain the source code for both the sample programs and GLUT for free via anonymous ftp (file-transfer protocol). For the source code examples found in this book, grab this file:

The files you receive are compressed

tar archives. To uncompress and extract the files, type uncompress opengl1_1.tar tar xf opengl1_1.tar For Mark Kilgard's source code for an X Window System version of GLUT, y ou need to know what the most current version is. The filename will be glut-i.j.tar.Z , where i is the major revision number and j is the minor revision number of the most recent version. Check the dire ctory for the right numbers, then grab this file: This file must also be uncompressed and extracted by using the tar command. The sample programs and GLUT library are created as subdirectories from wherever yo u are in the file directory structure. Other ports of GLUT (for example, for Microsoft Windows NT) are spring ing up. A good place to start searching for the latest developments in GLUT and for OpenGL, i n general, is Silicon out.html (5 of 6)21/1/2004 20:58:15

OpenGL Programming Guide

Graphics' OpenGL Web Site:

http://www.sgi.com/software/opengl Many implementations of OpenGL might also include the code samples as pa rt of the system. This source code is probably the best source for your implementation, be cause it might have been optimized for your system. Read your machine-specific OpenGL docume ntation to see where the code samples can be found.

Errata

Although this book is ideal and perfec in every conceivable way, there i s a a pointer to an errata list from the Silicon Graphics OpenGL Web Site: http://www.sgi.com/software/opengl The authors are quite certain there will be a little note there to reass ure the reader of the pristeen quality of this book.

Style Conventions

These style conventions are used in this guide:

l

Bold - Command and routine names and matrices

l Italics - Variables, arguments, parameter names, spatial dimensions, matrix com ponents, and the first occurrence of key terms l

Regular - Enumerated types and defined constants

Code examples are set off from the text in a monospace font, and command summaries are shaded with gray boxes. In a command summary, braces are used to identify choices among data typ es. In the following example, glCommand has four possible suffixes: s, i, f, and d, which stand for the data ty pes GLshort, GLint, GLfloat, and GLdouble. In the function prototype for glCommand TYPE is a wildcard that represents the data type indicated by the suffix. void glCommand {sifd}(TYPEx1, TYPEy1, TYPEx2, TYPEy2); out.html (6 of 6)21/1/2004 20:58:15

Chapter 1 - OpenGL Programming Guide

OpenGL Programming Guide

Programming Guide > Chapter 1

Chapter 1

Introduction to OpenGL

Chapter Objectives

After reading this chapter, you'll be able to do the following:quotesdbs_dbs11.pdfusesText_17
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