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   <TITLE>Appendix J - OpenGL Programming Guide (Addison-Wesley Publishing Company)</TITLE>
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<DIV ALIGN=right><IMG SRC="figures/SGI_ID.gif" ALT="Silicon Graphics" NOSAVE HEIGHT=43 WIDTH=151 ALIGN=TEXTTOP></DIV>

<HR><H1>Appendix J<BR> Color Plates</h1>
<p>This appendix contains the color plates that appear in the printed version of this guide. 
<p><p><IMG SRC="figures/WIREFRAME.gif" NOSAVE ALT="[IMAGE]"><P><B>Figure J-1 :  </B>
Plate 1<p><br>
<p><b>Plate 1</b>. The scene from the cover of this book, with the objects rendered as wireframe models. See <A HREF="/SGI_Developer/OpenGL_PG/28695?DWEB_REDIRECT=LINK">Chapter 2</A>
. 
<p>
<p><p><IMG SRC="figures/DEPTH.gif" NOSAVE ALT="[IMAGE]"><P><B>Figure J-2 :  </B>
Plate 2<p><br>
<p><b>Plate 2</b>. The same scene using fog for depth-cueing (lines further from the eye are dimmer). See <A HREF="/SGI_Developer/OpenGL_PG/28712?DWEB_REDIRECT=LINK">Chapter 7</A>
. 
<p>
<p><p><IMG SRC="figures/ANTIWIRE.gif" NOSAVE ALT="[IMAGE]"><P><B>Figure J-3 :  </B>
Plate 3<p><br>
<p><b>Plate 3.</b> The same scene with antialiased lines that smooth the jagged edges. See <A HREF="/SGI_Developer/OpenGL_PG/28729?DWEB_REDIRECT=LINK">Chapter 7</A>
. 
<p>
<p><p><IMG SRC="figures/FLATSHADE.gif" NOSAVE ALT="[IMAGE]"><P><B>Figure J-4 :  </B>
Plate 4<p><br>
<p><b>Plate 4.</b> The scene drawn with flat-shaded polygons (a single color for each filled polygon). See <A HREF="/SGI_Developer/OpenGL_PG/28746?DWEB_REDIRECT=LINK">Chapter 5</A>
.
<p>
<p><p><IMG SRC="figures/NOTEXTURE.gif" NOSAVE ALT="[IMAGE]"><P><B>Figure J-5 :  </B>
Plate 5<p><br>
<p><b>Plate 5.</b> The scene rendered with lighting and smooth-shaded polygons. See <A HREF="/SGI_Developer/OpenGL_PG/28763?DWEB_REDIRECT=LINK">Chapter 5</A>
 and <A HREF="/SGI_Developer/OpenGL_PG/28766?DWEB_REDIRECT=LINK">Chapter 6</A>
. 
<p>
<p><p><IMG SRC="figures/COVERIMAGE.gif" NOSAVE ALT="[IMAGE]"><P><B>Figure J-6 :  </B>
Plate 6<p><br>
<p><b>Plate 6.</b> The scene with texture maps and shadows added. See <A HREF="/SGI_Developer/OpenGL_PG/28783?DWEB_REDIRECT=LINK">Chapter 9</A>
 and <A HREF="/SGI_Developer/OpenGL_PG/28786?DWEB_REDIRECT=LINK">Chapter 13</A>
.
<p>
<p><p><IMG SRC="figures/RUNNINGDOG.gif" NOSAVE ALT="[IMAGE]"><P><B>Figure J-7 :  </B>
Plate 7<p><br>
<p><b>Plate 7.</b> The scene drawn with one of the objects motion-blurred. The accumulation buffer is used to compose the sequence of images needed to blur the moving object. See <A HREF="/SGI_Developer/OpenGL_PG/28803?DWEB_REDIRECT=LINK">Chapter 10</A>
.
<p>
<p><p><IMG SRC="figures/ALTERNATE.gif" NOSAVE ALT="[IMAGE]"><P><B>Figure J-8 :  </B>
Plate 8<p><br>
<p><b>Plate 8.</b> A close-up shot   -       the scene is rendered from a new viewpoint. See <A HREF="/SGI_Developer/OpenGL_PG/28822?DWEB_REDIRECT=LINK">Chapter 3</A>
. 
<p>
<p><p><IMG SRC="figures/FOGGY.gif" NOSAVE ALT="[IMAGE]"><P><B>Figure J-9 :  </B>
Plate 9<p><br>
<p><b>Plate 9.</b> The scene drawn using atmospheric effects (fog) to simulate a smoke-filled room. See <A HREF="/SGI_Developer/OpenGL_PG/28839?DWEB_REDIRECT=LINK">Chapter 7</A>
.
<p>
<p><p><IMG SRC="figures/blur.gif" NOSAVE ALT="[IMAGE]"><P><B>Figure J-10 :  </B>
Plate 10<p><br>
<p><b>Plate 10.</b> Teapots drawn with jittered viewing volumes into the accumulation buffer for a depth-of-field effect. The gold teapot is in sharpest focus. See <A HREF="/SGI_Developer/OpenGL_PG/28856?DWEB_REDIRECT=LINK">Chapter 10</A>
.
<p>
<p><p><IMG SRC="figures/smooth.gif" NOSAVE ALT="[IMAGE]"><P><B>Figure J-11 :  </B>
Plate 11<p><br>
<p><b>Plate 11.</b> A smooth-shaded triangle. The three vertices at the corners are drawn in red, green, and blue; the rest of the triangle is smoothly shaded between these three colors. See <A HREF="/SGI_Developer/OpenGL_PG/28873?DWEB_REDIRECT=LINK">Chapter 5</A>
 . 
<p>
<p><p><IMG SRC="figures/color1.gif" NOSAVE ALT="[IMAGE]"><P><B>Figure J-12 :  </B>
Plate 12a<p><br><p><IMG SRC="figures/color2.gif" NOSAVE ALT="[IMAGE]"><P><B>Figure J-13 :  </B>



Plate 12b<p><br><p><b>Plate 12.</b> The color cube. (a) The red, green, and blue axes are shown; (b) The axes denote yellow, cyan, and magenta. See <A HREF="/SGI_Developer/OpenGL_PG/28899?DWEB_REDIRECT=LINK">Chapter 5</A>
.<p><p><p><IMG SRC="figures/lightbamb.gif" NOSAVE ALT="[IMAGE]"><P><B>Figure J-14 :  </B>
Plate 13a<p><br><p><IMG SRC="figures/lightbdiff.gif" NOSAVE ALT="[IMAGE]"><P><B>Figure J-15 :  </B>


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