First Edition (October 1994)
Trademarks and Acknowledgements
About This Book
Chapter 1. AIX Graphics Library Overview
Introducing AIX Graphics Library
Graphics Library Subroutines and Functional Categories
Chapter 2. Getting Started in GL
Hello World Example Program
Animation Example Program
Events Example Program
Chapter 3. Drawing with Graphics Library
Drawing with Begin-End Style Subroutines
Drawing with Move-Draw Style Subroutines
Setting Drawing Attributes
Setting Pipeline Options
Drawing Rectangles, Circles, Arcs, and Polygons
Reading and Writing Pixels
Creating Text Characters
Smoothing Jagged Lines with Antialiasing
Drawing Wire Frame Curves and Surface Patches
Drawing NURBS Curves and Surface Patches
Chapter 4. Working with Coordinate Systems
List of GL Coordinate Transformation Subroutines
Coordinate Transformations
User-Defined Transformations
Controlling the Order of Transformations
Mathematical Details of the Matrix Subroutines
Chapter 5. Using Viewports and Screenmasks
List of GL Viewport and Screenmask Subroutines
viewport Subroutine
getviewport Subroutine
scrmask Subroutine
getscrmask Subroutine
pushviewport Subroutine
popviewport Subroutine
Chapter 6. Removing Hidden Surfaces
List of GL Hidden Surface Removal Subroutines
Understanding Hidden Surface Removal
Backfacing Polygon Removal
Z-Buffering
Control of Z Values
Additional Z-Buffer Features
Chapter 7. Creating Lighting Effects
List of GL Lighting Subroutines
Lighting Introduction
Lighting Basics
Advanced Lighting Capabilities
Lighting in Matrix Mode
Lighting Subroutines
Lighting Execution Time and Performance
Formula for Lighting Calculation
Chapter 8. Performing Depth-Cueing
List of GL Depth-Cueing Subroutines
Depth-Cueing in Color Map Mode
Depth-Cueing in RGB Mode
Chapter 9. Configuring the Frame Buffer
List of GL Frame Buffer Configuration Subroutines
Understanding the Frame Buffer
Working in Color Map and RGB Modes
Creating Animated Scenes
Underlay and Overlay Modes
Alpha Blending Modes
Writemasks and Logical Operations
Clearing, Resetting, and Initializing GL
Chapter 10. Working with Objects (Display Lists)
List of GL Object (Display List) Subroutines
Defining an Object
Using Objects
Mapping Screen Coordinates to World Coordinates
Object Editing
Chapter 11. Picking and Selecting
List of GL Picking and Selecting Subroutines
Picking
Selecting
Chapter 12. Understanding Windows and Input Control
Creating and Managing Windows
Creating a Cursor
Using the Keyboard
Controlling Queues and Devices
Querying the System
Creating and Managing Pop-Up Menus
Working with the Textport
Chapter 13. Using Enhanced X-Windows Calls with GL Subroutines
Restrictions on Using Enhanced X-Windows Calls with GL Subroutines
Enhanced X-Windows and GL Interoperability
Chapter 14. Portability, Compatibility, and Performance
AIXwindows Environment/6000 3-D Feature Version 1
Example Programs
Performance Tuning
Chapter 15. System Programming Considerations
Multiple Process Management
Linking and Compiling Using the GL Shared Library
Linking FORTRAN and C Modules
Unsupported Subroutines
Obsolete Subroutines
Chapter 16. Understanding the Graphics Adapter
3-D Color Graphics Processor
IBM RISC System/6000 POWERstation 730 and POWERgraphics GTO Supergraphics Processor Subsystem
POWER Gt4 and POWER Gt4x Adapters
POWER GXT1000 Adapter
Hardware Colormap Organization
Appendix A. GL Subroutines
GL Subroutines (A-F)
GL Subroutines (M-R)
GL Subroutines (S-Z)
Appendix B. GL Subroutine Modality
Appendix C. Adapter Description Table for GL
Appendix D. Porting SGI GL Applications to Your GL Environment
SGI GL File Transfer Compiling and Linking
SGI GL Performance and System Environment Considerations
Special Terms Used in GL