Chapter 2. Using OpenGL

by Richard S. Wright Jr.

WHAT YOU’LL LEARN IN THIS CHAPTER:

• Where OpenGL came from and where it’s going

• Which headers need to be included in your project

• How to use GLUT with OpenGL to create a window and draw in it

• How to set colors using RGB (red, green, blue) components

• How viewports and viewing volumes affect image dimensions

• How to perform a simple animation using double buffering

• How the OpenGL state machine works

• How to check for OpenGL errors

• How to make use of OpenGL extensions

Now that you have had an introduction to the basic terminology and the ideas behind 3D graphics, it’s time to get down to business. Before using OpenGL, we will need to talk about what OpenGL is and what it is not so ...

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