Preface. Acknowledgements. 1. Introduction. What is OpenGL? OpenGL's Design. History of OpenGL. OpenGL's Rendering Functionality. Geometric Primitives.
Pixel Path Operations. Two Color Models. OpenGL Modes and Other State. Ancillary Buffers. Modeling and Viewing. Further Capabilities. GLX: The Glue Between OpenGL and X. A Quick Survey of GLX.
The GLX Protocol. The GLU Library. An Example Xlib-based OpenGL Program. Initialization. Example: glxsimple.c. Scene Update. Compiling the Example.
Comparing OpenGL to PEX. Subsets and Baselines. Programming Interfaces. Rendering Functionality. Display Lists. Portability. Window System Dependency. 2.
Integrating X and OpenGL. A More Involved Xlib Example. Initialization. The Dinosaur Model. Lighting. View Selection. Event Dispatching. OpenGL and X Visuals.
What Visuals GLX Guarantees to Exist. Example: glxvisuals.c. glXChooseVisual and glXGetConfig. More about Colormaps. Colormap Sharing. Managing Multiple Colormaps. Initializing Writable Colormaps.
Using GLX Contexts. Sharing Display Lists. Binding to GLX Contexts. Copying Context State. Rendering X Fonts with OpenGL. Rendering OpenGL into Pixmaps. Generating Encapsulated PostScript. Mixing X and OpenGL Rendering.
Debugging Tips. Finding OpenGL Errors. X11 Protocol Errors. Specialized OpenGL Debugging Tools. <.