Index
[SYMBOL]
[A]
[B]
[C]
[D]
[E]
[F]
[G]
[H]
[I]
[J]
[K]
[L]
[M]
[N]
[O]
[P]
[Q]
[R]
[S]
[T]
[U]
[V]
[W]
[X]
[Y]
[Z]
Object coordinate system Object coordinates Object space 2nd 3rd Objects applying opaque image to portion of brick pattern default color deleting distant dynamic dynamic contour lines interreflections between mirrorlike qualities modeling nondeterministic shape and appearance origin polygonal representation of primitive particles defining volume random color three-dimensional attributes transforming into world coordinates unique identifier Occlusion factors, computing Occlusion queries Ocean RealWorldz, reflected sky reflections rendering underwater caustics water ripples Octave 2nd Offscreen buffers depth buffering values written to Offscreen memory 2nd Offset texture ogl2brick file ogl2demo file 2nd Old Town Square light probe image On/off animation On/off state One-dimensional texture maps OPACITY blend mode Opacity variable Open GL API (application programming interface) OpenGL assembly language programming backward compatibility current versions evolution extensions 2nd fixed functionality 2nd 3rd fixed-function pipeline frame buffer history of interaction fixed functionality maintaining state modifying normalization obtaining version information opening processing pipeline for user control operating environments processing commands processing pipeline 2nd rasterization stage sending geometry data to setting up for rendering into multiple target buffers OpenGL 1.5 to OpenGL 2.0 GLSL Migration Guide OpenGl 2.0 Shading Language White Paper, Version 1.0 (Baldwin) 2nd OpenGL API execution model OpenGL ARB (Architecture Review Board) 2nd OpenGL driver OpenGL extension registry Web site OpenGL Performer OpenGL Performer Web site OpenGL Programming Guide, Fifth Edition: The Official Guide to Learning OpenGL (Shreiner, Neider, Davis, and Woo) 2nd OpenGL Reference Manual, Fourth Edition: The Official Reference to OpenGL, 2nd OpenGL Shader Language OpenGL Shader Language API OpenGL shaders 2nd 3rd 4th code to transfer CIE values to RGB code to transform RGB values to CIE cube map noise OpenGL Shading Language added features additions from C++ as descendent of RenderMan as high-level language basics built-in functions math functions variables C programming language 2nd compiler front end compiler/linker cross-vendor assembly language data types defining capabilities for hardware design considerations ease of use exposing hardware capabilities exposing performance of graphics hardware exposing programmability of hardware fragment shaders hardware independence key benefits keywords libraries or executables longevity mapping onto graphics hardware modular programming support obtaining version information open, cross-platform standard OpenGL environment overview parallel processing precedence of operators processing numerical data RenderMonkey runtime compilation standardization syntax tight integration with OpenGL transformations type qualifiers types unnecessary language features variable nodes vector types version 2nd version number vertex shaders OpenGL Shading Language API 2nd implementation-dependent values OpenGL state accessing current 2nd automatic tracking mechanism client-side controlling with scene graphs derived fragment shaders maintaining manipulating modifying on or off pushing and popping values on stack server-side settings texture units tracking user-defined vertex shaders OpenGL SuperBible, Third Edition (Wright and Lipchak) OpenGL utility library OpenGL.org Web site OpenSceneGraph Web site OpenSG OpenSG Web site Operating environments Operations accelerating component-wise indexing operators swizzling Operators applied to vector vector types Optimizations Optimize pragma Optional set of imaging functionality Origin Orlano, Marc Orthonormal basis OSG (OpenSceneGraph) out qualifier 2nd Overhanging terrain OVERLAY blend mode Overloading built-in functions functions 2nd 3rd 4th Overriding built-in functions earlier directives
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