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IRIX 6.5  »  Books  »  Developer  »  
OpenGL Performer™  Programmer's Guide
(document number: 007-1680-100  /  published: 2004-12-07)   additional info | download

This guide describes a programming interface (with ANSI C and C++ bindings) for creating real-time graphics applications with high-performance rendering in an easy-to-use 3D graphics toolkit. OpenGL Performer interfaces with the OpenGL library and runs on the IRIX, Linux, or Microsoft Windows operating system. Topics covered include an overview of real-time image generation and OpenGL Performer, information on application and scene-graph structure, details of database traversal, hints on load management and special effects, a description of the dozens of file loaders provided with OpenGL Performer, and information about the low-level libpr rendering library, math tools, statistics gathering and reporting, application tuning, and the C++ programmer's API.

table of contents (expand all | collapse all)  |  list of figures  |  list of tables  |  list of examples  |  list of procedures  |  

   Front Matter
   New Features in This Guide
 - About This Guide
       Why Use OpenGL Performer?
       What You Should Know Before Reading This Guide
     + How to Use This Guide
       Internet and Hardcopy Reading for the OpenGL Performer Series
       Reader Comments
 + Chapter 1. OpenGL Performer Programming Interface
 + Chapter 2. Setting Up the Display Environment
 + Chapter 3. Nodes and Node Types
 + Chapter 4. Database Traversal
 + Chapter 5. Frame and Load Control
 + Chapter 6. Creating Visual Effects
 + Chapter 7. Importing Databases
 + Chapter 8. Geometry
 - Chapter 9. Higher-Order Geometric Primitives
     + Features and Uses of Higher-Order Geometric Primitives
     + Objects Required by Reps
     + Geometric Primitives: The Base Class pfRep and the Application repTest
     + Planar Curves
     + Spatial Curves
     + Parametric Surfaces
     + Meshes
     + Subdivision Surfaces
 + Chapter 10. Creating and Maintaining Surface Topology
 - Chapter 11. Rendering Higher-Order Primitives: Tessellators
     + Features of Tessellators
     + Base Class pfTessellateAction
     + Tessellating Parametric Surfaces
 - Chapter 12. Graphics State
     + Immediate Mode
 + Chapter 13. Shaders
 + Chapter 14. Using Scalable Graphics Hardware
 + Chapter 15. ClipTextures
 + Chapter 16. Windows
 + Chapter 17. pfPipeWindows and pfPipeVideoChannels
 + Chapter 18. Managing Nongraphic System Tasks
 - Chapter 19. Dynamic Data
     - pfFlux
           Creating and Deleting a pfFlux
           Initializing the Buffers
         + pfFlux Buffers
         + Coordinating pfFlux and Connected pfEngines
         + Synchronized Flux Evaluation
           Fluxed Geosets
           Fluxed Coordinate Systems
         + Replacing pfCycleBuffer with pfFlux
     + pfEngine
       Animating a Geometry
 + Chapter 20. Active Surface Definition
 - Chapter 21. Light Points
       Uses of Light Points
       Creating a Light Point
     + Setting the Behavior of Light Points
     + Callbacks
       Reducing CPU Processing Using Textures
     + Preprocessing Light Points
     + Calligraphic Light Points
     + Using pfCalligraphic Without pfChannel
       Debugging Calligrap hic Lights on Non-Calligraphic Systems
       Calligraphic Light Example
 + Chapter 22. Math Routines
 + Chapter 23. Statistics
 + Chapter 24. Performance Tuning and Debugging
 + Chapter 25. Building a Visual Simulation Application Using libpfv
 + Chapter 26. Programming with C++

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