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graphicsbook-linked-4

The document outlines various topics related to graphics programming, including shapes, strokes, fills, transforms, and pixel manipulation. It also covers SVG as a scene description language, OpenGL 1.1 geometry, lighting, and material properties. The content is structured into sections detailing specific concepts and techniques in graphics rendering.

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xatehem105
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0% found this document useful (0 votes)
17 views1 page

graphicsbook-linked-4

The document outlines various topics related to graphics programming, including shapes, strokes, fills, transforms, and pixel manipulation. It also covers SVG as a scene description language, OpenGL 1.1 geometry, lighting, and material properties. The content is structured into sections detailing specific concepts and techniques in graphics rendering.

Uploaded by

xatehem105
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CONTENTS ii

2.6.2 Shapes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
2.6.3 Stroke and Fill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
2.6.4 Transforms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
2.6.5 Auxiliary Canvases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
2.6.6 Pixel Manipulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
2.6.7 Images . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
2.7 SVG: A Scene Description Language . . . . . . . . . . . . . . . . . . . . . . . . . 66
2.7.1 SVG Document Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
2.7.2 Shapes, Styles, and Transforms . . . . . . . . . . . . . . . . . . . . . . . . 69
2.7.3 Polygons and Paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
2.7.4 Hierarchical Models . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
2.7.5 Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75

3 OpenGL 1.1: Geometry 77


3.1 Shapes and Colors in OpenGL 1.1 . . . . . . . . . . . . . . . . . . . . . . . . . . 77
3.1.1 OpenGL Primitives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
3.1.2 OpenGL Color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
3.1.3 glColor and glVertex with Arrays . . . . . . . . . . . . . . . . . . . . . . . 83
3.1.4 The Depth Test . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
3.2 3D Coordinates and Transforms . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
3.2.1 3D Coordinates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
3.2.2 Basic 3D Transforms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
3.2.3 Hierarchical Modeling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
3.3 Projection and Viewing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
3.3.1 Many Coordinate Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
3.3.2 The Viewport Transformation . . . . . . . . . . . . . . . . . . . . . . . . . 95
3.3.3 The Projection Transformation . . . . . . . . . . . . . . . . . . . . . . . . 96
3.3.4 The Modelview Transformation . . . . . . . . . . . . . . . . . . . . . . . . 100
3.3.5 A Camera Abstraction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
3.4 Polygonal Meshes and glDrawArrays . . . . . . . . . . . . . . . . . . . . . . . . . 105
3.4.1 Indexed Face Sets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
3.4.2 glDrawArrays and glDrawElements . . . . . . . . . . . . . . . . . . . . . . 109
3.4.3 Data Buffers in Java . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
3.4.4 Display Lists and VBOs . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
3.5 Some Linear Algebra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
3.5.1 Vectors and Vector Math . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
3.5.2 Matrices and Transformations . . . . . . . . . . . . . . . . . . . . . . . . . 118
3.5.3 Homogeneous Coordinates . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
3.6 Using GLUT and JOGL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
3.6.1 Using GLUT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
3.6.2 Using JOGL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
3.6.3 About glsim.js . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132

4 OpenGL 1.1: Light and Material 135


4.1 Introduction to Lighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
4.1.1 Light and Material . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
4.1.2 Light Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
4.1.3 Normal Vectors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139

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