IRIX 6.4 » Books » Developer »
OpenGL Performer Getting Started Guide
(document number: 007-3560-002 / published: 2000-11-14)
table of contents | additional info | download find in page
- 3D Studio
- Loading a Scene Graph
- 64-bit compilation
- MIPS-3, MIPS-4, and 64-Bit Compilation
- Abbot, Edwin A.
- Geometric Reasoning
- active database
- animation sequences
- Animation Sequences
- as programming language
- Survey of Visual Simulation Techniques
- billboards
-
Billboard Objects
- level of detail
- Level of Detail Selection
- skeleton
- Skeleton Animation
- total animation
- Total Animation
- Active Surface Definition
- Special Features (pfEarthSky, pfSequence, pfASD)
- Advanced Graphics Applications
- Image Gallery
- Image Gallery
- Ahuja, Narendra
- Survey Articles in Magazines
- Akeley, Kurt
- Computer Graphics
- Alias|Wavefront
- Loading a Scene Graph
- alpha
- Specifying the Material
- alpha function mode
- pfAlphaFunc
- ambient
- Specifying the Material
- animation
- Character Animation
- characters
- Generalized Morphing
- sequences
- Animation Sequences
- skeleton
- Skeleton Animation
- total
- Total Animation
- antialiase
- Antialiasing
- antialiasing
- Antialiasing
- APP
- Pipelined Traversals
- application areas
- broadcast video
- What Is OpenGL Performer?
- driver training
- OpenGL Performer Applications
- entertainment
- What Is OpenGL Performer?
- flight simulation
- OpenGL Performer Applications
- virtual reality
- What Is OpenGL Performer?
- Why Use OpenGL Performer?
- OpenGL Performer Applications
- virtual sets
- Why Use OpenGL Performer?
- visual simulation
- What Is OpenGL Performer?
- Why Use OpenGL Performer?
- application development tools
- OpenGL Performer Applications
- arena
- Glossary
- array, indexed
- Indexed Arr
ays
- atmospheric model
- Special Features (pfEarthSky, pfSequence, pfASD)
- attribute
- setting
- Setting the Attributes
- setting pfGeoState's
- Setting pfGeoState Attributes
- stripped
- Attributes of pfGeoSet Primitives
- when to index
- Indexed Arr
ays
- attribute array
- Setting the Attributes
- attribute binding
- pfGeoSet Overview
- Attribute Bindings
- attribute, node
- Node Attributes
- attributes
- array
- Attributes of pfGeoSet Primitives
- pfGeoState
- Setting pfGeoState Attributes
- automatic type casting
- Base Clas
ses
- base classes
- Base Clas
ses
- Baum, Daniel R.
- Computer Graphics
- billboard
-
Billboard Objects
- Glossary
- bins
- Antialiasing
- bounding volume
- Node Attributes
- broadcast video
- What Is OpenGL Performer?
- C code examples
- Conventions
- C++
- Using OpenGL Performer From C++
- C++ code examples
- Conventions
- callback function, passing data to traversal callback
- Passing Data to Traversal Callback Functions
- callback, node
- Setting Up Node Callbacks
- callback, return values for traversal
- Return Values for Traversal Callback Functions
- casting
- Using OpenGL Performer Header Files
- channel
- Glossary
- "Channel Callbacks" on page 83
- Creating a Display with pfChannel
- channels
- setting up
- Setting Up a Channel
- character animation
- Character Animation
- Character Animation
- child node
- Adding Nodes in a Scene Graph
- circular references. See references, circular
- Multiprocessing Framework
- class inheritance
- Base Clas
ses
- Base Clas
ses
- classes
- libpf
- pfBillboard
-
Billboard Objects
- pfEarthSky
- Special Features (pfEarthSky, pfSequence, pfASD)
- pfLightSource
- Projective Texture
- libpr
- pfDispList
- Display Lists
- pfGeoSet
- High-Performance Geometry Rendering
- pfGeoState
- Graphics State Encapsulation
- pfState
- Efficient Graphics State Management
- Clay, Sharon
- Computer Graphics
- clearing the screen
- Special Features (pfEarthSky, pfSequence, pfASD)
- clip texture
- Glossary
- cloning
- Visual Database (pfScene)
- color
- Specifying the Color and Shininess
- color mode
- Color Mode
- color tables
- Color Tables (pfColortable)
- common shapes
- Creating Common Geometric Objects
- compiler flags
- Using Compiler Flags
- compiling OpenGL Performer applications
- Compiling and Linking OpenGL Performer Applications
- cone
- Creating Common Geometric Objects
- conferences
- I/ITSEC
- Geometric Reasoning
- IMAGE
- Geometric Reasoning
- SIGGRAPH
- Computer Graphics
- SPIE
- Geometric Reasoning
- configuring OpenGL Performer
- Initializing Processes
- configuring OpenGL Performer. See pfConfig()
- Overview
- conventions
- typographical
- Conventions
- coordinates
- texture
- Setting the Texture Coordinates
- copying pfObjects
- Copying Objects with pfCopy()
- Coryphaeus
- Loading a Scene Graph
- Designer's Workbench
- Library Structure of OpenGL Performer
- DWB format
- Loading Databases into OpenGL Performer
- counter, video
- High-Resolution and Video-Rate Clocks (pfGetTime,)
- csBillboard
- Rendering Slices of Shapes
- csLOD
- Level of Detail Reduced for Performance
- transition between child nodes
- Transitioning Between Levels of Detail
- cube
- Creating Common Geometric Objects
- CULL
- Pipelined Traversals
- Face
Culling
- Glossary
- sides of geometries
- Face
Culling
- culling
- More Controls
- cylinder
- Creating Common Geometric Objects
- DAG. See directed acyclic graph
- Visual Database (pfScene)
- data files
- Overview
- database builder
- Database Builder
- database construction
- libpfdu Geometry Builder Library
- Survey of Visual Simulation Techniques
- databases
- Database Construction
- creating
- Creating a Database
- importing
- Library Structure of OpenGL Performer
- databases, as programming languages
- Survey of Visual Simulation Techniques
- Davis, Tom
- OpenGL Graphics Libraries
- DBASE
- Pipelined Traversals
- decal
- pfDecal
- deleting objects
- pfDelete() and Reference Counting
- deletion
- Visual Database (pfScene)
- demonstration programs
- Conventions
- Design Vision, Inc.
- Image Gallery
- Designer's Workbench
- Library Structure of OpenGL Performer
- Diamond, A. J.
- Image Gallery
- Image Gallery
- Image Gallery
- Image Gallery
- diffuse
- Specifying the Material
- Digital Architecture
- Image Gallery
- Dignam, David L.
- Computer Graphics
- directed acyclic graph
- Visual Database (pfScene)
- display list
- GL display list usage
- Display Lists
- OpenGL Performer internal
- Display Lists
- documentation
- OpenGL references
- OpenGL Graphics Libraries
- Donald Schmitt and Company
- Image Gallery
- Image Gallery
- DRAW
- Pipelined Traversals
- drive motion model
- Starting and Quitting perfly
- driver training
- OpenGL Performer Applications
- DSO (dynamic shared object)
- Library Structure of OpenGL Performer
- Glossary
- libpf
- Library Structure of OpenGL Performer
- libpfdu
- Library Structure of OpenGL Performer
- libpfui
- Library Structure of OpenGL Performer
- libpfutil
- Library Structure of OpenGL Performer
- libpr
- Library Structure of OpenGL Performer
- DVR (Dynamic Video Resolution)
-
Dynamic Video Resolution
- Maintaining Frame Rate Using D
VR
- dynamic shared objects
- Library Structure of OpenGL Performer
- Dynamic Video Resolution, see DVR
- Maintaining Frame Rate Using D
VR
- dynamics, simulation of
- Mathematics of Flight Simulation
- emissive
- Specifying the Material
- entertainment
- What Is OpenGL Performer?
- environment
- texture
- Setting the Texture Environment
- environment mapping
- Environment Mapping
- environment model
- Special Features (pfEarthSky, pfSequence, pfASD)
- environment variables
- PFPATH
- Setting the Search Path for Database Files
- environmental effects
- More Controls
- example code
- The pfWindow Windowing Functions
- Overview
- examples
- simple.c
- Overview
- extensibility
- user data
- User Data
- faces, simulating
- Generalized Morphing
- Feiner, Steven K.
- Computer Graphics
- field of view (FOV)
- Overview
- file formats, scene graphs
- Loading a Scene Graph
- Fischetti, Mark. A.
- Survey Articles in Magazines
- flags, compiler
- Using Compiler Flags
- flattening
- Visual Database (pfScene)
- flight motion model
- Flying
- flight simulation
- Mathematics of Flight Simulation
- OpenGL Performer Applications
- fog
- More Controls
- Foley, James D.
- Computer Graphics
- format
- texture
- Specifying Texture Formats
- fractal geometry
- libpfdu Geometry Builder Library
- frame rates
- Survey of Visual Simulation Techniques
- frames
- rate
- Frame Rate and Synchronization
- free-store management
- pfDelete() and Reference Counting
- Friends of Performer
- Database Construction
- frustum
- Glossary
- geometric shapes, large
- Utilities to Create Common Geometric Objects
- geometry
- Visual Database (pfScene)
- definition, pfGeoSet
- High-Performance Geometry Rendering
- placing in a scene
- Placing Geometry in a Scene
- placing in a scene graph
- Placing Geometry in a Scene Graph
- rendering state, pfGeoState
- Graphics State Encapsulation
- geometry movie
- Animation Sequences
- getting started
- About This Guide
- gift software
- Conventions
- global graphics state
- Global State
- graph
- directed acyclic
- Visual Database (pfScene)
- graphic states, modal
- Setting Modal pfGeoState Values
- graphical user interface
- Locations of perfly and Example Source Code
- graphics libraries
- OpenGL
- About This Guide
- graphics library
- overview
-
Overview of the OpenGL Performer Library Structure
- graphics state
- Efficient Graphics State Management
- ground
- Special Features (pfEarthSky, pfSequence, pfASD)
- group node
- Scene Graph Nodes
- Group Nodes
- Scene Graph Traversals
- GUI
- Locations of perfly and Example Source Code
- header file
- Header Files
- header files
- Using OpenGL Performer Header Files
- heap
- Glossary
- Helman, James
- Computer Graphics
- Computer Graphics
- help
- 64-bit compilation
- MIPS-3, MIPS-4, and 64-Bit Compilation
- accessing the mailing list
- Answers to common questions
- compiling and linking
- Compiling and Linking OpenGL Performer Applications
- constant frame rates
- Consistent Frame Rates
- finding files
- Setting the Search Path for Database Files
- Friends of Performer
- Database Construction
- getting started
- Part One: Overview of OpenGL Performer
- Getting Acquainted with OpenGL Performer
- initializing OpenGL Performer
- Initializing and Configuring OpenGL Performer
- IRIX 6.2 issues
- MIPS-3, MIPS-4, and 64-Bit Compilation
- life-like character animation
- Character Animation
- main simulation loop
- Simulation Loop
- overview of chapter contents
- What This Guide Contains
- sample code
- Locations of perfly and Example Source Code
- sample programs explained
- Overview
- using the C++ API
- Using OpenGL Performer From C++
- where to start
- About This Guide
- help compiler flags
- Using Compiler Flags
- Henke, Joe
- Image Gallery
- high-resolution clocks
- High-Resolution and Video-Rate Clocks (pfGetTime,)
- Hughes, John F.
- Computer Graphics
- I/ITSEC
- Geometric Reasoning
- image computation rate
- Frame Rate and Synchronization
- IMAGE Society
- Geometric Reasoning
- immediate mode
- Setting the Graphics State
- include files
- Using OpenGL Performer Header Files
- indexed arrays
- Indexed Arr
ays
- info-performer
- Answers to common questions
- inheriting
- classes
- Base Clas
ses
- initializing
- multiprocessing
- Initializing Processes
- OpenGLPerformer. See pfInit()
- Overview
- shared memory
- Initializing Shared Memory
- inst images
- performer_eoe
- Dynamic Shared Objects (DSOs)
- installing OpenGL Performer
- Installing the Software
- intersections
- Visual Database (pfScene)
- Inventor
- Loading a Scene Graph
- IRIS IM
- X and IRIS IM
- ISECT
- Pipelined Traversals
- Jones, Michael
- Computer Graphics
- Kalawsky, Roy S.
- Virtual Reality
- latency
- Low-Latency Image Generation
- total
- Low-Latency Image Generation
- transport delay
- Low-Latency Image Generation
- visual
- Low-Latency Image Generation
- layering, internal software structure
- Library Structure of OpenGL Performer
- leaf node
- Scene Graph Nodes
- Leaf Nodes
- Scene Graph Traversals
- level of detail
- Level of Detail Selection
- level of detail (LOD)
- Level of Detail Selection
- level of detail (LOD),
- Level of Detail Reduced for Performance
- Lewis, Frank L.
- Mathematics of Flight Simulation
- libpf
- Library Structure of OpenGL Performer
- Glossary
- overview
- Visual Simulation Application Library (libpf)
- libpfdu
- Library Structure of OpenGL Performer
- Glossary
- geometry builder
- Database Builder
- overview
-
Geometry Builder Library (libpfdu)
- libpfui
- Library Structure of OpenGL Performer
- drive model
- Starting and Quitting perfly
- flight model
- Flying
- overview
- User Interface Library (libpfui)
- libpfutil
- Library Structure of OpenGL Performer
- overview
- Utility Library (libpfutil)
- libpr
- Library Structure of OpenGL Performer
- Glossary
- overview
- High-Performance Rendering Library (libpr)
- libpr and libpf objects
-
Libpr and Libpf Objects
- lighting
- Specifying Lighting
- two-sided
- Material Side
- lighting conditions
- Specifying the Material
- lighting model
- Specifying Lighting
- lighting, enabling
- Specifying Lighting
- Lightscape
- Loading a Scene Graph
- Lightscape Technologies
- Image Gallery
- linear algebra
- Math Support
- link libraries
- Library Structure of OpenGL Performer
- linking OpenGL Performer applications
- Compiling and Linking OpenGL Performer Applications
- load
- Glossary
- load management
- Frame Control
- local space
- World Space
- magic carpet
- Going Beyond Visual Simulation
- mailing list
- Answers to common questions
- making databases
- libpfdu Geometry Builder Library
- material
- Specifying the Material
- material side
- Material Side
- math functions
- Math Support
- Medit Productions
- Medit format
- Loading Databases into OpenGL Performer
- Medit modeler
- Library Structure of OpenGL Performer
- Menger sponge
- libpfdu Geometry Builder Library
- Migdal, Christopher J.
- Computer Graphics
- model view
- Glossary
- models
- Database Construction
- Overview
- Montrym, John S.
- Computer Graphics
- morphing
- characters
- Generalized Morphing
- terrain
- Morphing
- motion models
- drive
- Starting and Quitting perfly
- flight
- Flying
- motion sickness. See simulator sickness
- Low-Latency Image Generation
- Multigen
- Loading a Scene Graph
- MultiGen OpenFlight format
- Loading Databases into OpenGL Performer
- multiple inheritance
- avoidance of
- Inheritance Graph
- multiprocessing
- initializing
- Initializing Processes
- Nagaoka, Isao
- Image Gallery
- Neider, Jackie
- OpenGL Graphics Libraries
- Newman, William M.
- Computer Graphics
- node
- What Is a Node?
- What Is a Node?
- Glossary
- adding
- Adding Nodes in a Scene Graph
- arrangement
- Arrangement of Nodes
- attributes
- Node Attributes
- fields
- What Is a Node?
- group
- Scene Graph Nodes
- Scene Graph Nodes
- leaf
- Scene Graph Nodes
- removing
- Removing Nodes from a Scene Graph
- node callback
- Setting Up Node Callbacks
- nodes
- overview
- Visual Database (pfScene)
- overview,
- Visual Database (pfScene)
- Nye, Adrian
- X, Xt, IRIS IM, and Window Systems
- X, Xt, IRIS IM, and Window Systems
- O'Reilly, Tim
- X, Xt, IRIS IM, and Window Systems
- object creation
- O
bject Creation
- object derivation
- Base Clas
ses
- object space
- Glossary
- object type
- Determining Ob
ject Type
- object type, determining
- Determining Ob
ject Type
- Open GL
- porting from
- Porting from IRIS GL to OpenGL
- OpenGL
- About This Guide
- documentation
- OpenGL Graphics Libraries
- porting to
- Porting from IRIS GL to OpenGL
- OpenGL Performer
- and C++
- Using OpenGL Performer From C++
- applications
- compiling and linking
- Compiling and Linking OpenGL Performer Applications
- setting up
- Overview
- structure of
- Overview
- bibliography
- Bibliography
- features
- Library Features
- getting started
- What This Guide Contains
- initializing
- See pfInit()
- Overview
- installing
- Installing the Software
- introduction
- About This Guide
- libraries
- Library Structure of OpenGL Performer
-
Overview of the OpenGL Performer Library Structure
- mailing list
- Answers to common questions
- release notes
- Installing the Software
- sample programs
- Part One: Overview of OpenGL Performer
- Getting Acquainted with OpenGL Performer
- type system
- Determining Ob
ject Type
- why use OpenGL Performer
- Why Use OpenGL Performer?
- OpenGL Performer API
- General Naming Conventions
- optimize
- csBillboard
- Rendering Slices of Shapes
- optimize,setCullFace()
- Face
Culling
- optimizing graphic state
- Optimizing Graphics State Changes
- ordered rendering
- Antialiasing
- packed attribute
- Packed Attributes
- paths
- search paths
- Setting the Search Path for Database Files
- through a simulated scene
- Motion Using Paths
- perfly
- Part One: Overview of OpenGL Performer
- Getting Acquainted with OpenGL Performer
- Exploring the OpenGL Performer Sample Scenes with perfly
- Glossary
- demo program
- Exploring the OpenGL Performer Sample Scenes with perfly
- Exploring the OpenGL Performer Sample Scenes with perfly
- performance
- Performance
- Performer
- file format
- Loading a Scene Graph
- Performer. See OpenGL Performer
- Using OpenGL Performer From C++
- pfAddGSet
- Placing Geometry in a Scene Graph
- PFAF_ALWAYS
- Alpha Func Modes
- PFAF_EQUAL
- Alpha Func Modes
- PFAF_GEQUAL
- Alpha Func Modes
- PFAF_GREATER
- Alpha Func Modes
- PFAF_LEQUAL
- Alpha Func Modes
- PFAF_LESS
- Alpha Func Modes
- PFAF_NEVER
- Alpha Func Modes
- PFAF_NOTEQUAL
- Alpha Func Modes
- PFAF_OFF
- Alpha Func Modes
- pfAlphaFunc
- pfAlphaFunc
- pfApplyGState
- Global State
- Setting the Graphics State
- pfApplyMtl
- Setting the Graphics State
- pfASD
- Leaf Nodes
- PFB file format
- Optimizing File Loading
- pfBillboard
- Leaf Nodes
- pfconv
-
pfconv
- pfCylAroundSegs()
- The pfSegSet Bound
- pfdBuilder
- libpfdu Geometry Builder Library
- pfDCS
- OpenGL Performer Group Nodes
- pfDecal
- pfDecal
- PFDECAL_BASE
- pfDecal
- PFDECAL_BASE_DISPLACE
- pfDecal
- pfDecal
- PFDECAL_BASE_FAST
- pfDecal
- PFDECAL_BASE_HIGH_QUALITY
- pfDecal
- PFDECAL_BASE_STENCIL
- pfDecal
- PFDECAL_LAYER
- pfDecal
- PFDECAL_LAYER_DISPLACE
- pfDecal
- PFDECAL_LAYER_DISPLACE_AWAY
- pfDecal
- PFDECAL_LAYER_FAST
- pfDecal
- PFDECAL_LAYER_HIGH_QUALITY
- pfDecal
- PFDECAL_LAYER_STENCIL
- pfDecal
- PFDECAL_OFF
- pfDecal
- PFDECAL_PLANE
- pfDecal
- pfdLoadFile
- Loading a Scene Graph
- Loading a Scene Graph
- pfdStoreFile
- Saving a Scene Graph
- pfEnable
- Setting the Graphics State
- pfFilePath
- Finding Scene Graph Files
- pfFilePath()
- Loading an Image as a Texture
- pfGeode
- Leaf Nodes
- pfGeoSet
- Creating Geometry with pfGeoSet
- pfGeoSet Overview
- contains
- pfGeoSet Overview
- creating
- Creating a pfGeoSet
- drawing and printing
- Drawing and Printing a pfGeoSet
- example
- pfGeoSet Overview
- placing in a scene graph
- Placing Geometry in a Scene Graph
- utilities to create large geometric chapes
- Utilities to Create Common Geometric Objects
- pfGeoSet data structures
- adding to pfGeode nodes
- pfDelete() and Reference Counting
- pfGeoState
- Creating Geometry with pfGeoSet
- defining
- Defining a pfGeoState
- pfGetTravNode
- Setting Up Node Callbacks
- PFGS_FLAT_LINESTRIPS
- Setting the Primitive Type
- PFGS_FLAT_TRIFANS
- Setting the Primitive Type
- PFGS_FLAT_TRISTRIPS
- Setting the Primitive Type
- PFGS_LINES
- Setting the Primitive Type
- PFGS_LINESTRIPS
- Setting the Primitive Type
- PFGS_OVERALL
- pfGeoSet Overview
- PFGS_PER_PRIM
- pfGeoSet Overview
- PFGS_PER_VERTEX
- pfGeoSet Overview
- Setting the Texture Coordinates
- PFGS_POINTS
- Setting the Primitive Type
- PFGS_POLYS
- Setting the Primitive Type
- PFGS_QUADS
- Setting the Primitive Type
- PFGS_TEXCOORD2
- Setting the Texture Coordinates
- PFGS_TRIFANS
- Setting the Primitive Type
- PFGS_TRIS
- Setting the Primitive Type
- PFGS_TRISTRIPS
- Setting the Primitive Type
- pfGSetAttr
- pfGeoSet Overview
- pfGSetAttr()
- Setting the Texture Coordinates
- pfGSetGstate
- Placing Geometry in a Scene Graph
- pfGSetPrimLengths
- pfGeoSet Overview
- Setting the Number of Vertices Per Stripped Primitive
- pfGStateAttr
- Global State
- pfGStateMode
- Global State
- pfGStateVal
- Global State
- pf.h header file
- Using OpenGL Performer Header Files
- PFI image format
- Optimizing File Loading
- pficonv
-
pficonv
- pfInitGfx
- Setti
ng Up a Pipe
- pfInitGfx()
- Setti
ng Up a Pipe
- pfIsectNodeSegs()
- Constructing a Segment Set for pfNodeIsectSegs()
- pfLayer
- OpenGL Performer Group Nodes
- pfLightColor
- Specifying Lighting
- pfLights
- Specifying Lighting
- Specifying Lighting
- pfLightSource
- Leaf Nodes
- pfLigthSource
- Specifying Lighting
- pfLModelAmbient
- Specifying Lighting
- pfLoadGState
- Global State
- pfLoadTexFile()
- Loading an Image as a Texture
- Specifying Texture Attribute
- pfLOD
- OpenGL Performer Group Nodes
- PFLT_AMBIENT
- Specifying Lighting
- PFLT_DIFFUSE
- Specifying Lighting
- PFLT_SPECULAR
- Specifying Lighting
- PFMTL_AMBIENT
- Specifying the Color and Shininess
- PFMTL_BACK
- Material Side
- PFMTL_BOTH
- Material Side
- PFMTL_DIFFUSE
- Specifying the Color and Shininess
- PFMTL_EMISSION
- Specifying the Color and Shininess
- PFMTL_FRONT
- Material Side
- PFMTL_SPECULAR
- Specifying the Color and Shininess
- pfMtlSide
- Material Side
- pfNewGSet
- Placing Geometry in a Scene Graph
- pfNodeTravMask()
- Intersection Masks
- pfObject data structures
- Base Clas
ses
- Base Clas
ses
- actual type of
- Determining Ob
ject Type
- pfPartition
- OpenGL Performer Group Nodes
- PFPATH environment variable
- Setting the Search Path for Database Files
- pfPrint
- Printing Objec
ts with
pfPrint()
- Printing Objec
ts with
pfPrint()
- Printing Objec
ts with
pfPrint()
- pfPVChanDVRMode()
- Maintaining Frame Rate Using D
VR
- pfQueryHit()
- Testing for Valid Information
- pfScene
- OpenGL Performer Group Nodes
- pfSCS
- OpenGL Performer Group Nodes
- pfSequence
- OpenGL Performer Group Nodes
- pfStageConfigFunc()
- Setti
ng Up a Pipe
- Setti
ng Up a Pipe
- pfState
- pfGeoStates and pfGeoSets
- Specifying the Appearance of Geometry with pfState and pfGeoState
- PFSTATE_ALPHAFUNC
- Alpha Func Modes
- PFSTATE_BACKMTL
- Setting pfGeoState Attributes
- PFSTATE_COLORTABLE
- Setting pfGeoState Attributes
- PFSTATE_DECALPLANE
- Setting pfGeoState Attributes
- PFSTATE_FOG
- Setting pfGeoState Attributes
- PFSTATE_FRONTMTL
- Setting pfGeoState Attributes
- PFSTATE_HIGHLIGHT
- Setting pfGeoState Attributes
- PFSTATE_LIGHTMODEL
- Setting pfGeoState Attributes
- PFSTATE_LIGHTS
- Setting pfGeoState Attributes
- Specifying Lighting
- PFSTATE_LPOINTSTATE
- Setting pfGeoState Attributes
- PFSTATE_TEXENV
- Setting pfGeoState Attributes
- PFSTATE_TEXGEN
- Setting pfGeoState Attributes
- PFSTATE_TEXLOD
- Setting pfGeoState Attributes
- PFSTATE_TEXMAT
- Setting pfGeoState Attributes
- PFSTATE_TEXTURE
- Setting pfGeoState Attributes
- pfSwitch
- OpenGL Performer Group Nodes
- PFTE_ADD
- Setting the Texture Environment
- PFTE_BLEND
- Setting the Texture Environment
- PFTE_DECAL
- Setting the Texture Environment
- PFTE_MODULATE
- Setting the Texture Environment
- pfTEnvBlendColor()
- Setting the Texture Environment
- pfTEnvMode()
- Setting the Texture Environment
- PFTEX_EXTERNAL_FORMAT
- Specifying Texture Formats
- PFTEX_IMAGE_FORMAT
- Specifying Texture Formats
- PFTEX_INTERNAL_FORMAT
- Specifying Texture Formats
- PFTEX_SUBLOAD_FORMAT
- Specifying Texture Formats
- pfTexFilter()
- Specifying Texture Attribute
- pfTexFormat()
- Specifying Texture Attribute
- Specifying Texture Formats
- pfTexImage()
- Specifying Texture Attribute
- pfTexRepeat()
- Specifying Texture Attribute
- pfText
- Leaf Nodes
- pfTexture
- Creating a Texture Object
- PFTR_BLEND_ALPHA
- pfTransparency
- PFTR_FAST
- pfTransparency
- PFTR_HIGH_QUALITY
- pfTransparency
- PFTR_MS_ALPHA
- pfTransparency
- PFTR_MS_ALPHA_MASK
- pfTransparency
- PFTR_OFF
- pfTransparency
- PFTR_ON
- pfTransparency
- pfTransparency
- pfTransparency
- PFTRAV_APP
- Setting Up Node Callbacks
- PFTRAV_CONT
- Return Values for Traversal Callback Functions
- PFTRAV_CULL
- Setting Up Node Callbacks
- PFTRAV_DRAW
- Setting Up Node Callbacks
- PFTRAV_ISECT
- Setting Up Node Callbacks
- PFTRAV_PRUNE
- Return Values for Traversal Callback Functions
- PFTRAV_TERM
- Return Values for Traversal Callback Functions
- pfuCalcDepth
- Sample Customized Traversals
- pfuDelGSetAttrs
- Sample Customized Traversals
- pfuDownloadTexList()
- Preloading Textures
- pfuFillGSetPackedAttrs
- Sample Customized Traversals
- pfuFindTexture
- Sample Customized Traversals
- pfuLowestCommonAncestor
- Sample Customized Traversals
- pfuLowestCommonAncestorOfGeoSets
- Sample Customized Traversals
- pfuMakeSceneTexList()
- Preloading Textures
- pfuTravCachedCull
- Sample Customized Traversals
- pfuTravCalcBBox
- Sample Customized Traversals
- pfuTravCountDB
- Sample Customized Traversals
- pfuTravCountNumVerts
- Sample Customized Traversals
- pfuTravCreatePackedAttrs
- Sample Customized Traversals
- pfuTraverser
- Sample Customized Traversals
- pfuTravNodeAttrBind
- Sample Customized Traversals
- pfuTravNodeHlight
- Sample Customized Traversals
- pfuTravPrintNodes
- Sample Customized Traversals
- pfuTravSetDListMode
- Sample Customized Traversals
- pfWindow functions
- The pfWindow Windowing Functions
- phase
- Frame Rate and Synchronization
- Phong shading
- Sophisticated Shading
- physics of flight
- Mathematics of Flight Simulation
- physiognomy, clownish
- Generalized Morphing
- pipe, setting up
- Setti
ng Up a Pipe
- pipelines
- setting up
- Setti
ng Up a Pipe
- Polya, George
- Geometric Reasoning
- porting graphics library calls
- Porting from IRIS GL to OpenGL
- precision clocks
- High-Resolution and Video-Rate Clocks (pfGetTime,)
- pr.h header file
- Using OpenGL Performer Header Files
- primitive
- attributes of
- Attributes of pfGeoSet Primitives
- stripped
- Setting the Number of Vertices Per Stripped Primitive
- primitive type
- Setting the Primitive Type
- primitives, setting number of
- Setting the Number of Primitives
- printing
- Visual Database (pfScene)
- printing objects
- Printing Objec
ts with
pfPrint()
- Printing Objec
ts with
pfPrint()
- projective texture
- Projective Texture
- pyramid
- Creating Common Geometric Objects
- quaternion
- references
- Computer Graphics
- radiosity
- Image Gallery
- range()
- Setting the Range
- Setting the Range
- real-time character animation
- Survey of Visual Simulation Techniques
- reference counting
- pfDelete() and Reference Counting
- pfDelete() and Reference Counting
- references, circular. See circular references
- Multiprocessing Framework
- reflections
- Environment Mapping
- release notes
- Installing the Software
- resolution
- Level of Detail Reduced for Performance
- Rohlf, John
- Computer Graphics
- Rolfe, J. M.
- Visual Simulation
- root node
- Creating and Attaching the pfScene Node
- Rougelot, Rodney S.
- Visual Simulation
- routines
- pfAddGSet()
- pfDelete() and Reference Counting
- pfDelete() and Reference Counting
- pfChanGState()
- Database Builder
- pfChanViewport()
- Setting Up a Channel
- pfConfig()
- Overview
- Initializing Processes
- pfCopy()
- Copying Objects with pfCopy()
- pfDelete()
- pfDelete() and Reference Counting
- pfDelete() and Reference Counting
- pfdLoadFile()
- Loading Databases into OpenGL Performer
- Library Structure of OpenGL Performer
- Overview
- pfFilePath()
- Setting the Search Path for Database Files
- pfFrame()
- Simulation Loop
- pfGetRef()
- pfDelete() and Reference Counting
- pfGetTime()
- High-Resolution and Video-Rate Clocks (pfGetTime,)
- pfGetType()
- Determining Ob
ject Type
- pfGetTypeName()
- Determining Ob
ject Type
- pfGSetAttr()
- pfDelete() and Reference Counting
- pfGSetGState()
- pfDelete() and Reference Counting
- pfGSetHlight()
- pfDelete() and Reference Counting
- pfGStateAttr()
- pfDelete() and Reference Counting
- pfInit()
- Overview
- Initializing Shared Memory
- pfInsertGSet()
- pfDelete() and Reference Counting
- pfDelete() and Reference Counting
- pfIsOfType()
- Determining Ob
ject Type
- pfMalloc()
- pfDelete() and Reference Counting
- pfNewLight()
- Specifying Lighting
- pfRef()
- pfDelete() and Reference Counting
- pfReplaceGSet()
- pfDelete() and Reference Counting
- pfDelete() and Reference Counting
- pfSync()
- Frame Rate and Synchronization
- Simulation Loop
- pfTexDetail()
- pfDelete() and Reference Counting
- pfTexImage()
- pfDelete() and Reference Counting
- pfUnref()
- pfDelete() and Reference Counting
- pfUnrefDelete()
- pfDelete() and Reference Counting
- sample code
- Locations of perfly and Example Source Code
- The pfWindow Windowing Functions
- Overview
- sample data
- Overview
- sample programs
- perfly
- Part One: Overview of OpenGL Performer
- Getting Acquainted with OpenGL Performer
- sample source directory
- Conventions
- scene graph
- Visual Database (pfScene)
- Creating Scene Graphs
- Creating a Database
- Glossary
- adding nodes
- Adding Nodes in a Scene Graph
- creating
- Creating a Scene Graph
- file formats supported
- Loading a Scene Graph
- finding on machine
- Finding Scene Graph Files
- loading
- Loading a Scene Graph
- placing geometry in
- Placing Geometry in a Scene Graph
- saving
- Saving a Scene Graph
- traversal
- Scene Graph Traversals
- Schacter, Bruce J.
- Visual Simulation
- Survey Articles in Magazines
- Survey Articles in Magazines
- search paths
- Setting the Search Path for Database Files
- shading
- Sophisticated Shading
- Sophisticated Shading
- shared memory
- initializing
- Initializing Shared Memory
- shininess
- Specifying the Color and Shininess
- Shoemake, Ken
- Computer Graphics
- Sierpinski sponge
- libpfdu Geometry Builder Library
- SIGGRAPH
- Computer Graphics
- simple.c example program
- Overview
- simulation loop
- Simulation Loop
- simulator sickness
- Low-Latency Image Generation
- single inheritance
- Inheritance Graph
- skeleton animation
- Skeleton Animation
- sky
- Special Features (pfEarthSky, pfSequence, pfASD)
- sorting
- Antialiasing
- source code
- Locations of perfly and Example Source Code
- Overview
- sample code
- Database Construction
- source code examples
- Conventions
- source code tour
- Overview
- sparkle
- Antialiasing
- specular
- Specifying the Material
- Sphere
- Creating Common Geometric Objects
- SPIE
- Geometric Reasoning
- Sproull, Robert F.
- Computer Graphics
- Staples, J. K.
- Visual Simulation
- state management
- Efficient Graphics State Management
- state values, default
- pfGeoStates and pfGeoSets
- statistics
- More Controls
- Stevens, Brian L.
- Mathematics of Flight Simulation
- stress
- Glossary
- stress management
- Frame Control
- subpixel Z-buffer
- Antialiasing
- subpixels
- Antialiasing
- supported formats
- Loading a Scene Graph
- surface
- Surface Appearance
- synchronization mode
- Frame Rate and Synchronization
- system load management
- Frame Control
- texture
- Using Textures
- components
- Specifying Texture Attribute
- coordinates
- Setting the Texture Coordinates
- enabling
- Enabling Texture Mapping
- environment
- Setting the Texture Environment
- environment mapping
- Environment Mapping
- loading
- Loading an Image as a Texture
- overview
- Texture Mapping
- preloading
- Preloading Textures
- specifying attributes
- Specifying Texture Attribute
- texture mapping
- Survey of Visual Simulation Techniques
- Texture Mapping
- Enabling Texture Mapping
- Glossary
- time of day clockclocks
- available types
- High-Resolution and Video-Rate Clocks (pfGetTime,)
- timing
- High-Resolution and Video-Rate Clocks (pfGetTime,)
- tokens
- PFTRAV_ISECT
- Intersection Masks
- total animation
- Total Animation
- total latency
- Low-Latency Image Generation
- tour through simple.c
- Overview
- trackball
- Trackball
- transition
- between csLOD child nodes
- Transitioning Between Levels of Detail
- transparency
- Antialiasing
- transparency in textures
- Surface Appearance
- transport delay
- Low-Latency Image Generation
- traversal
- Glossary
- creating
- Sample Customized Traversals
- customized
- Traversal Order
- customizing
- Setting Up Node Callbacks
- traversal mask
- Node Attributes
- traversal, pipelined
- Pipelined Traversals
- traversal, scene graph
- Scene Graph Traversals
- traversals
- Visual Database (pfScene)
- overview
- Visual Database (pfScene)
- triangle meshing
- Database Builder
- triangle strip
- Indexed Arr
ays
- Truxal, Carol
- Survey Articles in Magazines
- Tucker, Johanathan B.
- Survey Articles in Magazines
- twinkle
- Antialiasing
- type, actual, of objects
- Determining Ob
ject Type
- typographical conventions
- Conventions
- update rate
- Frame Rate and Synchronization
- user data
- User Data
- User Data
- user interfaces
- X and IRIS IM
- using te builder
- libpfdu Geometry Builder Library
- van Dam, Andries
- Computer Graphics
- vehicly simulation
- Mathematics of Flight Simulation
- vertex coordinate attribute
- Packed Attributes
- video counter
- High-Resolution and Video-Rate Clocks (pfGetTime,)
- video retrace period
- Frame Rate and Synchronization
- video, Dynamic Video Resolution, see DVR
- Maintaining Frame Rate Using D
VR
- viewing frustum
- Glossary
- viewing volume
- Glossary
- viewport
- Glossary
- virtual reality
- What Is OpenGL Performer?
- Why Use OpenGL Performer?
- OpenGL Performer Applications
- virtual set
- Why Use OpenGL Performer?
- visual latency
- Low-Latency Image Generation
- visual programming
- OpenGL Performer Applications
- visual simulation
- What Is OpenGL Performer?
- Why Use OpenGL Performer?
- overview
- Survey of Visual Simulation Techniques
- visual simulation, origins of
- Visual Simulation
- Wavefront
- OBJ format
- Loading Databases into OpenGL Performer
- Wavefront file
- Loading a Scene Graph
- Willis, L. R.
- Computer Graphics
- windows
- The pfWindow Windowing Functions
- X and IRIS IM
- Woo, Mason
- OpenGL Graphics Libraries
- Workbench file
- Loading a Scene Graph
- world space
- World Space
- Glossary
- Wright, Frank Lloyd
- Image Gallery
- X Window System
- X, Xt, IRIS IM, and Window Systems
- X and IRIS IM
- Zhao, J.
- Computer Graphics
OpenGL Performer Getting Started Guide
(document number: 007-3560-002 / published: 2000-11-14)
table of contents | additional info | download
Front Matter
New Features in This Guide
About This Guide
Part I. Overview of OpenGL Performer
Part II. Programming With OpenGL Performer
Appendix A. Building a Visual Simulation Application
Appendix B. Image Gallery
Glossary
Index
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