SGI Techpubs Library

The new home for SGI documentation is the SGI Customer Portal, This site, http://techpubs., will be redirected to the new location starting later this December 2015.

Techpubs Library
Books by Product
What's New

IRIX 6.5 Linux Hardware Freeware (IRIX) Windows
To further optimize your search, select from the following options:
 Search only in:
Search only titles    Show only 1 hit/book      Results/page:

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
 + 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
 + Chapter 12. Graphics State
 + 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
     + 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++

Home    •     What's New    •     Help    •     Terms of Use    •     Privacy Policy    •

© 2009 - 2015 Silicon Graphics International Corp. All Rights Reserved.