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OpenGL Programming for Windows 95 and Windows NT

  • By Ron Fosner
  • Published Oct 29, 1996 by Addison-Wesley Professional. Part of the OpenGL series.
    • Copyright 1997
    • Dimensions: 7-3/8x9-1/4
    • Pages: 288
    • Edition: 1st
    • Book
    • ISBN-10: 0-201-40709-4
    • ISBN-13: 978-0-201-40709-9
    • eBook (Adobe DRM)
    • ISBN-10: 0-321-62071-2
    • ISBN-13: 978-0-321-62071-2

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Features

The licensing of OpenGL to many leading computer companies, including Microsoft, has made it possible for graphics programmers to learn to write stunning 3D graphics programs using the industry graphics standard on the world's most popular operating system. And OpenGL Programming for Windows 95 and Windows NT is the key to the door of opportunity for those who see the tremendous potential for programmers who can produce high-quality 3D applications on these platforms.

Using numerous examples, Microsoft's Visual C++ programming platform, the C++ programming language, and the Microsoft Foundation Classes, Fosner starts with a generic C application that can be compiled from any 32-bit C compiler and, step by step, covers the basics of creating an OpenGL program:

  • Selecting the appropriate pixel format

  • Arranging the device context and rendering contexts

  • Enhancing OpenGL programs to achieve maximum speed

  • Using display lists and texture maps

  • Finding OpenGL enhancements hidden in your video driver

  • Programming OpenGL's Modelview matrix to get the effects you want

  • Providing rapid animation under Windows -- without bogging down the user interface.

Most important, you'll absorb this knowledge within the context of developing a Windows application that you can experiment with and actually use in your Windows programs. You will gain hands-on experience in designing, creating, programming, measuring, and optimizing a real OpenGL 3D animation program.



0201407094B04062001

CD Contents

Untitled Document This file contains the CD Contents from the book OpenGL Programming for Windows 95 and Windows NT

Customer Reviews

7 of 7 people found the following review helpful
1.0 out of 5 stars Convoluted. No real value above the standard red book., February 11, 2000
By A Customer
This review is from: OpenGL Programming for Windows 95 and Windows NT (Paperback)
I was hoping this book would help with a project I was working on. Unfortunately it was vague and had no real depth. In the end I bought Mark Kilgard's excellent book on X Windows and translated his excellent descriptions and code examples into the equivalent wgl functions. I also bought OpenGL Superbible which is better than this for wgl functions.
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4 of 4 people found the following review helpful
1.0 out of 5 stars A clunker, February 2, 1999
By A Customer
This review is from: OpenGL Programming for Windows 95 and Windows NT (Paperback)
The "reader from Princeton, NJ" hit it on the head when he called this book "Horrifyingly Undercooked". DO NOT try to read the sections on understanding translations and rotations, the author is a klutz at explaining it - just use the "Red Book".

The only thing I got out of the book was to take one of the early simple sample programs to start a framework for building my Windows-based application(a flight simulator). The OpenGL SuperBible is much better, wish I would have known about it first.

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5 of 6 people found the following review helpful
1.0 out of 5 stars Frustrating, badly planned, and badly written., September 24, 2000
By 
sporkdude "sporkdude" (San Jose, Ca United States) - See all my reviews
This review is from: OpenGL Programming for Windows 95 and Windows NT (Paperback)
I cannot express how bad this book is. In all fairness, I only got through half the book, but that's because if I continued, I would have wasted my time and tried my patience. This book is incomprehensible, convoluted, and just plain horrible.

The major problem is that this books gets worse and worse by each chapter. This is because a chapter requires that you know what happened in the previous chapter. Since this book starts off pretty bad, it gradually turns into a foreign language by chapter 7.

Another problem is that the author also has no fluidity. Compound this with the fact that this book is technical book, it makes reading one page a major chore.

Finally, the examples are just plain bad. First, it requires the reader to be very familiar with Visual C++. That's not all bad, but the examples presented rely on information that was badly presented, hardly presented, or not presented yet. Also, the examples' explanations barely explain what the code does.

If you're... Read more

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Praise For OpenGL Programming for Windows 95 and Windows NT

Hard to beat OpenGL Programming for Win95/NT by Ron Fosner. (Addison Wesley - one of their GL series). It assumes almost nothing about prior 3D knowledge and gives, I think, a pretty solid introduction to GL. Also, you might find Foley/Van Dam et al more interesting once you've got the hang of OpenGL.

Table of Contents



OpenGL for Windows Programmers.

Overview of Device Contexts, Rendering.

Contexts, and Pixel Format.

Pixel Formats.

Pixel Format Structure.

Selecting and Examining a Pixel Format.

Rendering Contexts.

The WGL Context-Rendering Functions.

Methods for Creating an RC.

Fonts and OpenGL.

Double Buffering.

Advanced Miscellaneous Functions.

Creating a Simple OpenGL Program with the Windows CAPI.

Creating a Simple MFC C++ OpenGL Program.

Summary.



Understanding OpenGL.

What Does OpenGL Do?

Why OpenGL?

Who Controls OpenGL?

How OpenGL Works.

How a Vertex Becomes a Pixel.

The z-Buffer.

Hardware Accelerators.

Terminology.

Constructing Primitives.

The glBegin()/glEnd() Wrappers.

OpenGL Command Notation.

Vertex Commands.

OpenGL and DLLs.

OpenGL's Main Library.

OpenGL's Utility Library.

OpenGL's Auxiliary Library.

Summary.



Rendering with OpenGL.

Primitives.

OpenGL Points.

OpenGL Lines.

OpenGL Polygons.

Rendering Primitives.

Specifying a Color.

Calculating Normal Vectors.

Clearing the Rendering Window.

Summary.



Matrix Transformations Are Your Friends!

Elementary Transformations.

Rotation and Translations.

Scaling Transformations.

OpenGL's Modelview Matrix.

Modeling Transformations.

Viewing Transformations.

The Components of the Modelview Matrix.

Manipulating the Matrix Directly.

Viewport and Projection Transformations.

Viewport Transformations.

Projection Transformations.

Summary.



Try This: Creating a Windows OpenGL View Class.

Encapsulating OpenGL.

Architecture of the Model-View-Controller.

Building the OpenGL View Class Framework.

Customizing the View for OpenGL.

Using the CopenGLView Class.

Summary.



Try This: Display Lists and Fonts.

Caching OpenGL Commands.

Creating a Display List.

Recording a Display List.

Executing a Display List.

Generating a Unique Display List ID.

Deleting and Reusing Display List IDs.

Sequential Display Lists.

Sharing Display Lists between RCs and Threads.

Hierarchical Display Lists.

Using Display Lists in the CopenGLView Class.

Rendering Windows Fonts in OpenGL.

The wglUseFontBitmaps () Function.

Adding Bitmapped Text to CopenGLView.

The wglUseFontOutlines () Function.

Summary.



Try This: OpenGL and Animation.

Animation Loops in Windows.

A Slightly Less Extreme Animation Loop.

Letting Windows Tell Us When to Redraw.

Getting the Smoothest Animation Possible.



Try This: Colors, Materials, and Lights.

Color.

Color and Lighting.

Color and Shading.

Materials.

Types of Material Properties.

Specifying a Material Property.

Lighting.

Enabling Lighting.

Global Lighting.

Individual Light Sources.

Creating a Scene with Multiple Light Sources.

Optimizing the Rendering of Dynamically.

Changing Material Properties.



Try This: Textures.

Windows Bitmap Files.

A Quick Look at Windows DIB Format.

A Special Microsoft Extension.

Reading a Windows Bitmap into an OpenGL Image.

Changing an Image's Size.

Specifying a Texture.

Multiple Images and Large Images.

Generating Images of Multiple Levels of Detail.

Introducing the CopenGLImage Class.

Deciding between Decal and Modulation Mode.

Using CopenGLImage to Select the Image.

Controlling Image Quality.

Applying a Textures to a Surface.

Repeating Textures and the glTexParameter* () Function.

Texture Quality and Filtering.

Texture Objects in OpenGL 1.1.

Other Texture-Mapping Features.



Try This: Picking Objects in 3-Space.

Manipulating OpenGL Objects.

Using Selection Mode.

Creating Names and a Name Stack.

Determining Which Objects Are Picked.

Summary.



Advanced OpenGL Features.

Overview of OpenGL Extensions.

In Pursuit of Extensions.

Getting an Extension's Address.

The Vertex Array Extensions Found in OpenGL.



OpenGL 1.1.

Using Vertex Array Pointers.

Using Color Array Pointers.

Using Color-Index Array Pointers.

Using Normal Vector Array Pointers.

Using Edge-Flag Array Pointers.

Using Texture-Coordinate Array Pointers.

Enabling Vertex Array Functionality.

Rendering an Element of the Array.

Rendering All or Part of the Array.

Indirectly Rendering All or Part of the Array.

Manipulating Arrays of Vertex Arrays.

When to Modify Vertex Array Data.

OpenGL 1.1's Texture Objects.

OpenGL 1.1 Extensions.

The Silicon Graphics OpenGL Drivers-Cosmo OpenGL.

OpenGL and Windows 95.

Measuring Code Speed.

Shadows.

Fog.

Hardware Accelerators.



Try This: OpenGL Resources.


Index.

Errata

page 16:to run PIXELFMT.EXE obtain the .EXE file from the www.directx.com web site.

 
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