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Full Table of Contents


Contents
About This Guide
What This Guide Contains
What You Should Know Before Reading This Guide
Background Reading
Books Available in Your Technical Bookstore
Information Available Online
Conventions Used in This Guide
Typographical Conventions
Function Naming Conventions
1. - Using OpenGL in a Windows Environment
Introduction to OpenGL on Windows
Architectural Overview of Windows and OpenGL
OpenGL and Windows Terminology
Using OpenGL on Windows: A Simple Example
Simple Windows Example Program
Setting Up and Creating the GDI Window
Setting Up the Window for OpenGL Rendering
Creating and Setting Up the Device Context
Creating and Setting Up a Rendering Context and Making It Current
Drawing with OpenGL Commands
Releasing the Device Context and Rendering Context
2. - New Features in OpenGL 1.1
New Functionality for Working With Textures
Improving Performance With Predefined Texture Formats
New Ways of Using Texture Environments
Testing Whether Textures Fit: The Texture Proxy Mechanism
Improving Performance With Texture Objects
How Texture Objects Work
Using Texture Objects
Texture Object Names
Editing and Querying Texture Objects
Texture Priorities and Residency
Default Textures
Updating Textures Quickly With Subtextures
Using Subtextures
Using Null Images With Subtextures
Loading Textures From the Framebuffer
Copying Texture Images
New and Extended Functions
Polygon Offset Functionality
Using Polygon Offset Functionality
Polygon Offset Example Program
New Functions
OpenGL 1.1 Vertex Arrays
Specifying Vertex Arrays
Enabling and Disabling Individual Arrays
Transferring Individual Array Elements
Combining Array Elements From Different Arrays
Rendering Primitives Constructed From a Mesh of Vertices
Using Interleaved Arrays
OpenGL 1.1 and the Vertex Array Extension
New Functions
3. - Extensions for OpenGL on Windows
Determining Extension Availability
Extension Suffix Overview
How to Check for OpenGL Extension Availability
Example Program: Checking for Extension Availability
The Compiled Vertex Arrays Extension
Compiled Vertex Array Extension Overview
Using Compiled Vertex Arrays
New Functions
The Object Space Vertex Culling Extension
How Vertex Space Culling Works
How to Use Vertex Culling
Vertex Culling Basics
Specifying the Culling Eye Position
New Functions
The Paletted Texture Extension
Using the Paletted Texture Extension
The BGRA Extension
The Index Texture Extension
The Index Material Extension
The Index Function Extension
Using the Index Function Extension
The Index Array Format Extension
4. - Tuning Your OpenGL Application
About Pipeline Tuning
Three-Stage Model of the Graphics Pipeline
Finding Bottlenecks in Your Application
Factors Influencing Performance
Tuning the Geometry Subsystem
Using Peak-Performance Primitives
Using Vertex Arrays
Using Drawing Modes Appropriately
Using Fast Drawing Modes
Using Expensive Modes Efficiently
Optimizing Lighting Performance
Advanced Geometry-Limited Tuning Techniques
Tuning the Raster Subsystem
Using Backface or Frontface Removal
Using Depth Buffering Efficiently
Other Considerations for Raster Subsystem Tuning
Balancing Polygon Size and Pixel Operations
Clearing the Color and Depth Buffers Simultaneously
Tuning the Imaging Pipeline
Drawing Pixels Fast
Tuning Animation
Factors Contributing to Animation Speed
Optimizing Frame Rate Performance
Taking Timing Measurements
Benchmarking Basics
Achieving Accurate Timing Measurements
Achieving Accurate Benchmarking Results
Performance Hints for Silicon Graphics' Implementation of OpenGL on Windows
A. - Code Example for Index Texture Extension
Index

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