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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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Figure 1-1. Partial Inheritance Graph of OpenGL Performer Data Types
Figure 2-1. From Scene Graph to Visual Display
Figure 2-2. Single Graphics Pipeline
Figure 2-3. Dual Graphics Pipeline
Figure 2-4. Symmetric Viewing Frustum
Figure 2-5. Heading, Pitch, and Roll Angles
Figure 2-6. Single-Channel and Multiple-Channel Display
Figure 2-7. The libpfmpk Import Operation
Figure 3-1. Nodes in the OpenGL Performer Hierarchy
Figure 3-2. Shared Instances
Figure 3-3. Cloned Instancing
Figure 3-4. A Scenario for Using Double-Precision Nodes
Figure 3-5. pfDoubleDCS Nodes in a Scene Graph
Figure 4-1. Culling to the Frustum
Figure 4-2. Sample Database Objects and Bounding Volumes
Figure 4-3. How to Partition a Database for Maximum Efficiency
Figure 4-4. Intersection Methods
Figure 5-1. Frame Rate and Phase Control
Figure 5-2. Level-of-Detail Node Structure
Figure 5-3. Level-of-Detail Processing
Figure 5-4. Real Size of Viewport Rendered Under Increasing Stress
Figure 5-5. Stress Processing
Figure 5-6. Multiprocessing Models
Figure 5-7. Loose Culling of pfGeosets
Figure 5-8. CULL_SIDEKICK Processing
Figure 6-1. Layered Atmosphere Model
Figure 6-2. Patchy Fog Versus Layered Fog
Figure 6-3. The Default Simplify Pane
Figure 6-4. The Simplify Pane for Simplifying an Object
Figure 7-1. BIN-Format Data Objects
Figure 7-2. Soma Cube Puzzle in DWB Form
Figure 7-3. The Famous Teapot in DXF Form
Figure 7-4. Spacecraft Model in OpenFlight Format
Figure 7-5. GFO Database of Mies van der Rohe's German Pavilion
Figure 7-6. Aircar Database in IRIS Inventor Format
Figure 7-7. LSA-Format City Hall Database
Figure 7-8. LSB-Format Operating Room Database
Figure 7-9. SGI Office Building as OBJ Database
Figure 7-10. Plethora of Polyhedra in PHD Format
Figure 7-11. Terrain Database Generated by PTU Tools
Figure 7-12. Model in SGO Format
Figure 7-13. Sample STLA Database
Figure 7-14. Early Automobile in SuperViewer SV Format
Figure 7-15. Maya Export Screen
Figure 7-16. Maya Export Options
Figure 8-1. Primitives and Connectivity
Figure 8-2. pfGeoSet Structure
Figure 8-3. Indexing Arrays
Figure 8-4. Deciding Whether to Index Attributes
Figure 9-1. Class Hierarchy for Higher-Order Primitives
Figure 9-2. Parametric Curve: Parameter Interval (0,1).
Figure 9-3. Line in the Plane Parameterization
Figure 9-4. Circle in the Plane Parameterization
Figure 9-5. Superquadric Curve's Dependence on the Parameter α.
Figure 9-6. Hermite Spline Curve Parameterization
Figure 9-7. Discrete Curve Definition
Figure 9-8. Parametric Surface: Unit-Square Coordinate System
Figure 9-9. Trim Loops and Trimmed Surface: Both Trim Loops Made of Four Trim Curves
Figure 9-10. Plane Parameterization
Figure 9-11. Sphere Parameterization
Figure 9-12. Cylinder Parameterization
Figure 9-13. Torus Parameterization
Figure 9-14. Cone Parameterization
Figure 9-15. Swept Surface: Moving Reference Frame and Effect of Profile Function
Figure 9-16. Ruled Surface Parameterization
Figure 9-17. Coons Patch Construction
Figure 9-18. NURBS Surface Control Hull Parameterization
Figure 9-19. Hermite Spline Surface With Derivatives Specified at Knot Points
Figure 10-1. Topological Relations Maintained by Topology Classes
Figure 10-2. Consistently Tessellated Adjacent Surfaces and Related Objects
Figure 11-1. Class Hierarchy for Tessellators
Figure 11-2. Tessellations Varying With Changes in Control Parameter
Figure 12-1. pfGeoState Structure
Figure 12-2. Generating the Color of a Multitextured Pixel
Figure 14-1. pfPipes Creating pfHyperpipes
Figure 14-2. Multiple H yperpipes
Figure 14-3. Default Hyperpipe Mapping to Graphic Pipes
Figure 14-4. Attaching Objects to the Master pfPipe
Figure 14-5. Hardware Composition Schemes
Figure 14-6. Horizontal Stripes (pfCompositor Mode)
Figure 14-7. Vertical Stripes (pfCompositor Mode)
Figure 14-8. Left Tiles (pfCompositor Mode)
Figure 14-9. Right Tiles (pfCompositor Mode)
Figure 14-10. Bottom Tiles (pfCompositor Mode)
Figure 14-11. Top Tiles (pfCompositor Mode)
Figure 15-1. Cliptexture Components
Figure 15-2. Image Cache Components
Figure 15-3. Mem Region Update
Figure 15-4. Tex Region Update
Figure 15-5. Cliptexture Cache Hierarchy
Figure 15-6. Invalid Border
Figure 15-7. Clipcenter Moving
Figure 15-8. Virtual Cliptexture Concepts
Figure 15-9. pfMPClipTexture Connections
Figure 15-10. pfuClipCenterNode Connections
Figure 15-11. Master and Slave Cliptexture Resource Sharing
Figure 15-12. Cliptexture Insets
Figure 15-13. Supersampled Inset Boundary
Figure 15-14. Offset Slave Tex Regions
Figure 17-1. Directing Video Output
Figure 18-1. pfQueue Object
Figure 18-2. pfCycleBuffer and pfCycleMemory Overview
Figure 19-1. How pfFlux and Processes Use Frame Numbers
Figure 19-2. pfFlux Buffer Structure
Figure 19-3. Timing Diagram Showing the Use of Sync Groups
Figure 19-4. pfEngine Driving a pfFlux That Animates a pfFCS Node
Figure 20-1. Morphing Range Between LODs
Figure 20-2. Large Geometry
Figure 20-3. ASD Information Flow
Figure 20-4. A Very Simple pfASD
Figure 20-5. Reference Posit ions
Figure 20-6. Triangulated Image
Figure 20-7. LOD1 Replaced by LOD2
Figure 20-8. Data Structures
Figure 20-9. ASD Data Structures
Figure 20-10. Discontinuous, Neighboring LODs
Figure 20-11. Triangle Mesh
Figure 20-12. Using the tsid Field
Figure 20-13. Vertex and Reference Point Arrays, Counter-Clockwise Ordering
Figure 20-14. V ertex Neighborhoods
Figure 20-15. pfASD Evaluation Process
Figure 20-16. Example Setup for Geometry Alignment
Figure 20-17. Aligning Light Points Above a pfASD Surface
Figure 20-18. Tiles at Different LODs
Figure 21-1. VASI Landing Light
Figure 21-2. Attenuation Shape
Figure 21-3. Attenuation of Light
Figure 21-4. Lit Multisamples
Figure 21-5. Calligraphic Hardware Configuration
Figure 23-1. Stage Timing Statistics Display
Figure 23-2. Conceptual Diagram of a Draw-Stage Timing Line
Figure 23-3. Other Statistics Classes
Figure 24-1. The evanalyzer Main Display
Figure 24-2. User Event myDrawCB
Figure 24-3. Up-Close View of a Single Event
Figure 24-4. evhist Sample Screen
Figure 24-5. evgraph Sample Screen

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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