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Angel: Interactive Computer Graphics 4E ? Addison-Wesley 2005 Programming with OpenGLPart 1: Background Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico Objectives Development of the OpenGL API OpenGL Architecture OpenGL as a state machine Functions Types Formats Simple program Early History of APIs IFIPS (1973) formed two committees to come up with a standard graphics API Graphical Kernel System (GKS) 2D but contained good workstation model Core Both 2D and 3D GKS adopted as IS0 and later ANSI standard (1980s) GKS not easily extended to 3D (GKS-3D) Far behind hardware development PHIGS and X Programmers Hierarchical Graphics System (PHIGS) Arose from CAD community Database model with retained graphics (structures) X Window System DEC/MIT effort Client-server architecture with graphics PEX combined the two Not easy to use (all the defects of each) SGI and GL Silicon Graphics (SGI) revolutionized the graphics workstation by implementing the pipeline in hardware (1982) To access the system, application programmers used a library called GL With GL, it was relatively simple to program three dimensional interactive applications OpenGL The success of GL lead to OpenGL (1992), a platform-independent API that was Easy to use Close enough to the hardware to get excellent performance Focus on rendering Omitted windowing and input to avoid window system dependencies OpenGL Evolution Controlled by an Architectural Review Board (ARB) Members include SGI, Microsoft, Nvidia, HP, 3DLabs, IBM,……. Relatively stable (present version 2.0) Evolution reflects new hardware capabilities 3D texture mapping and texture objects Vertex programs Allows for platform specific features through extensions OpenGL Libraries OpenGL core library OpenGL32 on Windows GL on most unix/linux systems (libGL.a) OpenGL Utility Library (GLU) Provides functionality in OpenGL core but avoids having to rewrite code Links with window system G
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