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The little Windows 98 book

Author: Alan Simpson; John Grimes
Publisher: Berkeley, CA : Peachpit Press, 1998.
Edition/Format:   Print book : EnglishView all editions and formats
Summary:
As a tutorial for learning Windows 98, the book is organized to learn the most basic skills first and then build on those skills to become competent and savvy. As a reference, the books offers visual cues, a glossary, and an index to help you find answers quickly. It is written in an easy-to-read, conservational style, leaving out the irrelevant, technical explanations.
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Document Type: Book
All Authors / Contributors: Alan Simpson; John Grimes
ISBN: 0201353644 9780201353648 0321193083 9780321193087
OCLC Number: 40219965
Notes: Includes index.
Description: xxii, 386 pages : illustrations ; 24 cm
Contents: About This Guide. What This Guide Contains. What's New in This Edition. What You Should Know Before Reading This Guide. How to Obtain the Sample Code. Nate Robins' OpenGL Tutors. Errata. Style Conventions. Acknowledgments. 1. Introduction to OpenGL. What Is OpenGL? A Smidgen of OpenGL Code. OpenGL Command Syntax. OpenGL as a State Machine. OpenGL Rendering Pipeline. OpenGL-Related Libraries. Animation. 2. State Management and Drawing Geometric Objects. A Drawing Survival Kit. Describing Points, Lines, and Polygons. Basic State Management. Displaying Points, Lines, and Polygons. Normal Vectors. Vertex Arrays. Attribute Groups. Some Hints for Building Polygonal Models of Surfaces. 3. Viewing. Overview: The Camera Analogy. Viewing and Modeling Transformations. Projection Transformations. Viewport Transformation. Troubleshooting Transformations. Manipulating the Matrix Stacks. Additional Clipping Planes. Examples of Composing Several Transformations. Reversing or Mimicking Transformations. 4. Color. Color Perception. Computer Color. Specifying a Color and a Shading Model. 5. Lighting. A Hidden-Surface Removal Survival Kit. Real-World and OpenGL Lighting. A Simple Example: Rendering a Lit Sphere. Creating Light Sources. Selecting a Lighting Model. Defining Material Properties. The Mathematics of Lighting. Lighting in Color-Index Mode. 6. Blending, Antialiasing, Fog, and Polygon Offset. Blending. Antialiasing. Fog. Point Parameters. Polygon Offset. 7. Display Lists. Why Use Display Lists? An Example of Using a Display List. Display List Design Philosophy. Creating and Executing a Display List. Executing Multiple Display Lists. Managing State Variables with Display Lists. 8. Drawing Pixels, Bitmaps, Fonts, and Images. Bitmaps and Fonts. Images. Imaging Pipeline. Reading and Drawing Pixel Rectangles. Tips for Improving Pixel Drawing Rates. Imaging Subset. 9. Texture Mapping. An Overview and an Example. Specifying the Texture. Filtering. Texture Objects. Texture Functions. Assigning Texture Coordinates. Automatic Texture-Coordinate Generation. Multitexturing. Texture Combiner Functions. Applying Secondary Color after Texturing. The Texture Matrix Stack. Depth Textures. 10. The Framebuffer. Buffers and Their Uses. Testing and Operating on Fragments. The Accumulation Buffer. 11. Tessellators and Quadrics. Polygon Tessellation. Quadrics: Rendering Spheres, Cylinders, and Disks. 12. Evaluators and NURBS. Prerequisites. Evaluators. The GLU NURBS Interface. 13. Selection and Feedback. Selection. Feedback. 14. Now That
Other Titles: Windows 98 book
Responsibility: Alan Simpson ; illustrations by John Grimes.

Abstract:

The "OpenGL Programming Guide" provides comprehensive information on OpenGL and the OpenGL Utility Library. This fourth edition describes all of the latest features of OpenGL versions 1.3 and 1.4, as  Read more...

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