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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Pressing the left mouse button rotates the rectangle. Picking is demonstrated in this program. This program demonstrates using mipmaps for texture maps. There is no attempt to prevent you from drawing over the original image. This program demonstrates lots of material properties. In this example, the green triangle causes one hit with the name 1, and the yellow triangles cause one hit with the name 3.
This program demonstrates the use of the OpenGL lighting model. Rectangles which are drawn under the cursor position are “picked. The eye position does not change. This program demonstrates smooth shading. The light position is reset after the modeling transformation is called.
Within this mask, a rev model a sphere is drawn in a different color. The scene is then redrawn with the light in a new position. This is an illustration of the selection mode rfd name stack, which detects whether objects which collide with a viewing volume. This program demonstrates how to intermix opaque and alpha blended polygons in the same scene, by using glDepthMask. If running this program on OpenGL 1.
Use of multiple names and picking are demonstrated. 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.
After initialization, the program will be in ColorMaterial mode. The first is a rectangle with a triangular hole. This program draws 5 red teapots, each at a different res distance from the eye, in different types of fog. The ‘t’ glprogrammung ‘T’ keys control the wrapping for the t parameter. A sphere is drawn using a grey material characteristic.
This program draws two rotated tori in a window. The results in the feedback buffer are printed.
The Red Book
A simple example of using accumulation buffer to anti-alias. A diamond in the center of the window masks out part of the scene.
In rendering mode, three overlapping rectangles are drawn. The green triangle and yellow triangles appear to lie within the viewing volume, but the red triangle appears to lie outside it. It draws two diagonal lines to form an X; when ‘r’ is typed in the window, the lines are rotated in opposite directions.
Program Guidelines & Policies – The Red Book
This program demonstrates the creation of a display list. This program demonstrates geometric primitives and their attributes. This program shows how to draw anti-aliased lines. Press the ‘a’ key to animate moving the transparent object through the opaque object. Gplrogramming are drawn using a grey material characteristic.
If the s key is pressed, a texture subimage is used to alter the original texture.
Note that attributes, such as current color and matrix, are changed. Drawing to the screen ceases. This is a simple double buffered program. This program demonstrates fog in color index mode. Quadric objects are created with some quadric properties and the callback routine to handle errors. Booj the ‘s’ and ‘S’ keys switch the wrapping between clamping and repeating for the s parameter. This program demonstrates use of the accumulation buffer to create an out-of-focus depth-of-field effect.
This program demonstrates polygon stippling. This program texture maps a checkerboard image glprogdamming two rectangles. This program demonstrates a single modeling transformation, glScalef and glprogramminv single viewing transformation, gluLookAt. The characters are represented by display lists, which are given numbers which correspond to the ASCII values of the characters.
A wireframe box is rendered. To overtly show the effect of mipmaps, each mipmap reduction level has a solidly colored, contrasting texture image. Pressing the middle mouse button stops the rotation.