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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
 + Chapter 1. OpenGL Performer Programming Interface
 + Chapter 2. Setting Up the Display Environment
 - Chapter 3. Nodes and Node Types
     + Nodes
     + Working with Nodes
     + Node Types
       Sample Program
 + 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
 + 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
 + Chapter 13. Shaders
 + Chapter 14. Using Scalable Graphics Hardware
 + Chapter 15. ClipTextures
 + Chapter 16. Windows
 - Chapter 17. pfPipeWindows and pfPipeVideoChannels
     + Using pfPipeWindows
     + Controlling Video Displays
 + Chapter 18. Managing Nongraphic System Tasks
 + Chapter 19. Dynamic Data
 + 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
       Performance Tuning Overview
     + How OpenGL Performer Helps Performance
     + Specific Guidelines for Optimizing Performance
     + Performance Measurement Tools
     + Guidelines for Debugging
     + Memory Corruption and Leaks
     + Notes on Tuning for RealityEngine Graphics
     + EventView—A Performance Analyzer
 + Chapter 25. Building a Visual Simulation Application Using libpfv
 + Chapter 26. Programming with C++

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