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OpenGL

Terms

undefined, object
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glBegin

Argument( GLenum Mode)  

Marks the beginning of the vertices that define a primitive or primitives.

Modes ex: GL_LINES, GL_TRIANGLES, GL_POLYGON 

glCallList

Argument( GLunit list) 

 Execute the display list. List is the integer name of the list to be executed.

glEnable  /  glDisable

Argument( GLenum mode) 

 Enable or disable mode. Commonly useful modes are:

GL_DEPTH_TEST    GL_LIGHTi     GL_TEXTURE_2D

GL_LIGHTING           GL_NORMALIZE

glEnd

no Argument 

Marks the end of the vertices that define a primitive or primitives

glEndList

No Argument 

Halt display list compilation.

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

glLoadIdentity

no argument 

Replace the current matrix with the identity matrix

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

glNewList

Arguments ( GLunit list, GLenum mode) 

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 

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

glPopMatrix

no argument 

Pop the current matrix stack,replacing the current matrix with the one below it on the stack

glPushMatrix

no argument 

Push the current matrix stack down by one, duplicating the current matrix

glRotateef

Arguments (  GLfloat  angle, GLfloat x,

                    GLfloat y, GLfloat z)

Multiply the current matrix by a matrix representing a rotation of angle degrees about the vector (x,y,z)

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

glTranslatef

Arguments ( GLfloat x,  GLfloat y, GLfloat z) 

Multiply the current matrix by a matrix representing a translation by (x,y,z)

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 
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

Deck Info

19

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