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