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OpenGL Performer Programmer's Guide
(document number: 007-1680-100 / published: 2004-12-07)    table of contents  |  additional info  |  download
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List of Examples

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Example 1-1. How to Use User Data
Example 1-2. Objects and Reference Counts
Example 1-3. Using pfDelete() with libpr Objects
Example 1-4. Using pfDelete() with libpf Objects
Example 1-5. Using pfCopy()
Example 1-6. General-Purpose Scene Graph Traverser
Example 2-1. pfPipes in Action
Example 2-2. Using pfChannels
Example 2-3. Multiple Channels, One Channel per Pipe
Example 2-4. Channel Sharing
Example 3-1. Making a Scene
Example 3-2. Hierarchy Construction Using Group Nodes
Example 3-3. Creating Cloned Instances
Example 3-4. Automatically Updating a Bounding Volume
Example 3-5. Using pfSwitch and pfSequence Nodes
Example 3-6. Marking a Runway with a pfLayer Node
Example 3-7. Adding pfGeoSets to a pfGeode
Example 3-8. Adding pfStrings to a pfText
Example 3-9. Setting Up a pfBillboard
Example 3-10. Setting Up a pfPartition
Example 3-11. Inheritance Demonstration Program
Example 4-1. Application Callback to Make a Pendulum
Example 4-2. pfNode Draw Callbacks
Example 4-3. Cull-Process Callbacks
Example 4-4. Using Passthrough Data to Communicate with Callback Routines
Example 5-1. Frame Control Excerpt
Example 5-2. Setting LOD Ranges
Example 5-3. Default Stress Function
Example 6-1. How to Configure a pfEarthSky
Example 6-2. Fog initialization Using pfVolFogAddPoint()
Example 6-3. Specifying Patchy Fog Boundaries Using pfVolFogAddNode()
Example 8-1. Loading Characters into a pfFont
Example 8-2. Setting Up and Drawing a pfString
Example 12-1. Using pfDecal() to a Draw Road with Stripes
Example 12-2. Pushing and Popping Graphics State
Example 12-3. Using pfOverride()
Example 12-4. Inheriting State
Example 14-1. Configuring a System with Three Hyperpipe Groups
Example 14-2. Mapping Hyperpipes to Graphic Pipes
Example 14-3. More Complete Example: Mapping Hyperpipes to Graphic Pipes
Example 14-4. Set FBConfigAttrs for Each pfPipeWindow
Example 14-5. Search the pfPipeWindow List of the pfPipe
Example 15-1. Estimating System Memory Requirements
Example 16-1. Opening a pfWindow
Example 16-2. Using the Default Overlay Window
Example 16-3. Creating a Custom Overlay Window
Example 16-4. pfWindows and X Input
Example 17-1. Creating a pfPipeWindow
Example 17-2. pfPipeWindow With Alternate Configuration Windows for Statistics
Example 17-3. Custom Initialization of pfPipeWindow State
Example 17-4. Configuration of a pfPipeWindow Framebuffer
Example 17-5. Opening and Closing a pfPipeWindow
Example 19-1. Fluxed pfGeoSet
Example 19-2. Connecting Engines and Fluxes
Example 20-1. Aligning Light Points Above a pfASD Surface
Example 21-1. Raster Callback Skeleton
Example 21-2. Preprocessing a Display List - Light Point Process code
Example 21-3. Setting pfCalligraphic Parameters
Example 21-4. Calligraphic Lights
Example 22-1. Matrix and Vector Math Examples
Example 22-2. Quaternion Example
Example 22-3. Quick Sphere Culling Against a Set of Half-Spaces
Example 22-4. Intersecting a Segment With a Convex Polyhedron
Example 22-5. Intersection Routines in Action
Example 26-1. Valid Creation of Objects in C++
Example 26-2. Invalid Creation of Objects in C++
Example 26-3. Class Definition for a Subclass of pfDCS
Example 26-4. Overloading the libpf Application Traversal
Example 26-5. Changeable Static Data Member

OpenGL Performer Programmer's Guide
(document number: 007-1680-100 / published: 2004-12-07)    table of contents  |  additional info  |  download

    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
    Chapter 20. Active Surface Definition
    Chapter 21. Light Points
    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++
    Glossary
    Index


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