OpenGL Distilled

Index

[A] [B] [C] [D] [E] [F] [G] [H] [I] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] [Z]

Painter's algorithm

Parallel projections

Parameters

     light source

     material

Parsing extension strings

Pbuffers 2nd 3rd

Per-fragment lighting

Per-fragment operations

Per-vertex lighting 2nd

Per-vertex operations 2nd

Percentage closer filtering 2nd 3rd

Performance

     accumulation buffer

     and debugging code

     and display lists

     and face-culling

     and geometric resolution

     and glBegin()/glEnd()

     and material parameters

     measuring

     and normalization

     and occlusion queries

     and pixel rectangles

     and state pushing 2nd

     and vertex array size

     and vertex count

     and vertical sync

Perspective division

Perspective projections 2nd

PEX 2nd

PEXlib API

PHIGS (Programmer's Hierarchical Interactive Graphics System)

Picking example code 2nd 3rd

Pipeline

     architecture

     bottlenecks

     pixel 2nd 3rd

     rendering

     transformation

Pixel

     alignment 2nd

     data

     formats 2nd 3rd

     operations 2nd

     ownership test

     zoom

Pixel pipeline 2nd 3rd

Pixel rectangles

     copying pixels

     debugging

     drawing pixels

     performance

     reading pixels

PixelBuffer example code

PixelRectangles example program 2nd

Platform-specific interfaces

     Apple Mac OS X

     Linux

     Microsoft Windows

Platform-specific SDK

Points

Polygon

     coloring

     mode

     tesselation

Polygon offset

Positional light sources

Postmultiplication

Precision

Primitives, drawing

     alpha and transparency

     clearing the framebuffer

     co-planar primitives

     depth test

     modeling transformations

     performance

     polygon mode

     smooth and flat shading

     types

     vertex data

ProjectedShadows example

Projection matrix 2nd 3rd

Projection transformation 2nd

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