OpenGL
Terms
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glBegin
Argument( GLenum Mode)
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Marks the beginning of the vertices that define a primitive or primitives.
Modes ex: GL_LINES, GL_TRIANGLES, GL_POLYGON
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glCallList
Argument( GLunit list)
- Execute the display list. List is the integer name of the list to be executed.
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glEnable / glDisable
Argument( GLenum mode)
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Enable or disable mode. Commonly useful modes are:
GL_DEPTH_TEST GL_LIGHTi GL_TEXTURE_2D
GL_LIGHTING GL_NORMALIZE
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glEnd
no Argument
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Marks the end of the vertices that define a primitive or primitives
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glEndList
No Argument
- Halt display list compilation.
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glFrustrum
Arguments( GLdouble left, right, bottom,
GLdouble top, zNear, zFar)
- Multiply the current matrix by a perspective matrix. left and right are the coordinates for the left and right vertical clipping planes. bottom and top are the coordinates of the bottom and top horizontal clipping planes. zNear and zFar are the distances
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glLoadIdentity
no argument
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Replace the current matrix with the identity matrix
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glMatrixMode
Argument(GLenum mode)
- Specify which matrix stack is the target for subsequent matrix operations. mode specifies the stack; possible values include GL_PROJECTION and GL_MODELVIEW
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glNewList
Arguments ( GLunit list, GLenum mode)
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Create or replace a display list. list is an integer > 0 which is used to identify the list.
Modes: GL_COMPILE and GL_COMPILE_AND_EXECUTE
Must be accompanied by glEndList
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glOrtho
Arguments( GLdouble left, right, bottom,
GLdouble top, zNear, zFar) - Multiply the current matrix by an orthographic matrix. left and right are coordinatesfor the left and right vertical clipping planes. bottom and top are the coordinates of the bottom and top horizontal clipping planes. zNear and zFar are the distances to
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glPopMatrix
no argument
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Pop the current matrix stack,replacing the current matrix with the one below it on the stack
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glPushMatrix
no argument
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Push the current matrix stack down by one, duplicating the current matrix
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glRotateef
Arguments ( GLfloat angle, GLfloat x,
GLfloat y, GLfloat z)
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Multiply the current matrix by a matrix representing a rotation of angle degrees about the vector (x,y,z)
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glScalef
Arguments ( GLfloat x, GLfloat y, GLfloat z)
- Multiply the current matrix by a matrix representing a non-uniform scaling along the x,y, and z axes
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glTranslatef
Arguments ( GLfloat x, GLfloat y, GLfloat z)
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Multiply the current matrix by a matrix representing a translation by (x,y,z)
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gluPerspective
Arguments(
GLdouble fovY, GLdouble aspect
GLdouble zNear, GLdouble zFar
- Set up a perspective projection matrix. fovY specifies the field of view in the y direction. aspect is the reatio of x(width) and y(height). zNear and zFar specify the distance from the viewer to the near and far clipping planes.
- Colors
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Each vertex can have a color, which will appear in the rendered image. Use glColor* to se the current color
- Normals
- A normal is a vector which describes how a surface is oriented at a particular vertex. Specify a normal with glNormal*
- Vertices
- Specify vertex coordinates by making glVertex* calls in conjunction with glBegin and glEnd to create points, lines, or polygons