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GL3.2 Version 4.1 for AIX: Programming Concepts

About This Book

GL3.2 Version 4 for AIX: Programming Concepts provides information on the Graphics Library (GL). GL is an application programming interface (API) for performing advanced 3-D rendering, window management, and input device support. This book serves as both a tutorial and a guide; it is a programmer's source book for learning about 3-D graphics from a programmer's perspective.

Who Should Use This Book

This book is intended for programmers with C programming knowledge who want to develop 3-D applications. You should be acquainted with the C programming language enough to be able to write, compile, and link a program that prints Hello, World! on the screen. This book does not assume knowledge of computer graphics as a prerequisite.

Before You Begin

Having a basic understanding of the concepts of computer graphics makes this book easier to understand. An introduction to computer graphics can be found in one of the following books:

How to Use This Book

In general, each chapter begins with basic information and progresses to more advanced topics. On first reading, advanced topics can be skipped.

Overview of Contents

This book contains the following chapters and appendixes:

For the subroutines themselves and for example programs not shown in this book, see GL3.2 Version 4 for AIX: Graphics Library (GL) Technical Reference.

The examples given in this book and in GL3.2 Version 4 for AIX: Graphics Library (GL) Technical Reference are merely examples, provided for the sole purpose of illustrating that the GL basic subroutines can be used to create extended or enhanced subroutines. The subroutines are provided "as is" without warranty of any kind, either express or implied, including but not limited to the implied warranties of merchantability and fitness for a particular purpose. The entire risk as to the quality and performance of each GL subroutine is with you.


The following highlighting conventions are used in this book:

Bold Identifies commands, subroutines, keywords, files, structures, directories, and other items whose names are predefined by the system. Also identifies graphical objects such as buttons, labels, and icons that the user selects.
Italics Identifies parameters whose actual names or values are to be supplied by the user.
Monospace Identifies examples of specific data values, examples of text similar to what you might see displayed, examples of portions of program code similar to what you might write as a programmer, messages from the system, or information you should actually type.

Related Publications

The following books contain information about or related to programming graphics:

Ordering Publications

You can order publications from your sales representative or from your point of sale.

To order additional copies of this book, use order number SC23-2612.

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