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Solaris XGL 3.1 AnswerBook
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XGL Programmer's Guide
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Solaris XGL 3.1 AnswerBook
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XGL Programmer's Guide
Cover
Credits
Contents
Figures
Tables
Code Samples
Preface
New Features
Texture Map Object
Pcache Object
CGM Functionality
Transparent Overlay Support
1 Introduction to XGL
Overview of XGL Functionality
Introduction to XGL Objects and Graphical Organization
2 Installation Issues
About the XGL Directory Structure
Setting XGL Environment Variables
Verifying the Installation of XGL
Installation and System Administrator Notes
Using the Solaris XGL AnswerBook
Accessing the XGL Man Pages
3 Getting Started with XGL Programming
Compiling and Running XGL Programs
Basic XGL Concepts
Example Program
Objects Provided at XGL Initialization
Programming Tips
4 System State Information and Generic Operators
Introduction to the System State Object
System State Operators
System State Attributes
Error Detection and Reporting
Generic XGL Operators
5 Devices
Introduction to Device Objects
Creating Device Objects
Raster Object Attributes
CGM Device Object
Important Notes on Integrating XGL with a Windowing System
Device Example Programs
Transparent Overlay Windows
Determining Device Acceleration
6 Color
Introduction to XGL Color
Introduction to the Color Map Object
Creating a Color Map Object
Color Tables
Color Table Ramps
Color Mapping
Color Cubes
Dithering
Using the Window System Color Map
Color Map Double Buffering
7 Contexts
Introduction to the XGL Context Object
Creating a Context Object
Context Object Operators
Context Stacks
Environment Context Attributes
8 Primitives and Graphics Context Attributes
Introduction to XGL Drawing Primitives
Drawing Primitive Data Structures
Annotated Primitives
Graphics Context Attributes
Example Programs using XGL Primitives
Raster Level Primitives
Raster Primitive Example Programs
Accumulation Buffer
9 Rendering NURBS Curves and Surfaces with XGL
Introduction to NURBS Curves and Surfaces
NURBS Curves
Curve Example Programs
NURBS Surfaces
Surface Example Program
Using Geometry Cache for Curve and Surface Rendering
Getting the Best Out of XGL NURBS
10 Transforms
Introduction to the Transform Object
Creating a Transform Object
Transform Operators
Transform Attributes
Examples Using the Transform Object
11 View Model
Introduction to the XGL Viewing Pipeline
How to Use Transforms with the View Model
Using XGL 2D and 3D Viewing
View Example Program
12 Stroke Text
Introduction to the Stroke Font Object
Fonts Provided by XGL
Creating a Stroke Font Object
Rendering Stroke Fonts
Stroke Font Attributes
Context Stroke Text Attributes
Context Annotation Text Attributes
Determining the Text Extent
Text Encoding Schemes
Stroke Font Example Program
13 Line Patterns
Introduction to the Line Pattern Object
Using the Predefined Line Patterns
Creating a Line Pattern Object
Defining a New Line Pattern
Line Pattern Attributes
Context Line Pattern Attributes
Line Pattern Examples
14 Markers
Introduction to the Marker Object
Using the Predefined Markers
Creating a New Marker
Context Marker Attributes
Marker Example Programs
15 Picking
Introduction to XGL Picking
Picking Attributes
XGL Picking Operators
Picking Example
16 Lighting, Shading, and Depth Cueing
Introduction to the 3D Rendering Pipeline
Basic Lighting and Shading Concepts
Lighting Equations
Creating a Light Object
Light Operators and Attributes
Depth Cueing
Lighting Examples
17 Caching Geometry
Introduction to Geometry Caching in XGL
Pcache Object
Gcache Object
18 Texture Mapping
Overview of Texture Mapping
How Texture Mapping Works in XGL
Defining the Texture Data
Specifying the Properties of the Texture
Mapping the Texture to a Surface Primitive
Texture Mapping Example Program
A Changes to the XGL Library
Changed Operators
New Attributes
Deleted Attributes
New Data Structures
Changed Data Structures
Antialiasing
Transparency
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