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This document describes the OpenGL graphics system: what it is, how it acts, and what is required to implement it. We assume that the reader has at least a rudimentary understanding of computer graphics. This means familiarity with the essentials of computer graphics algorithms as well as familiarity with basic graphics hardware and associated terms. | The OpenGL Graphics System A Specification Version 1.5 Mark Segal Kurt Akeley Editor version 1.1 Chris Frazier Editor versions 1.2 1.2.1 1.3 1.4 1.5 Jon Leech Copyright 1992-2003 Silicon Graphics Inc. This document contains unpublished information of Silicon Graphics Inc. This document is protected by copyright and contains information proprietary to Silicon Graphics Inc. Any copying adaptation distribution public performance or public display of this document without the express written consent of Silicon Graphics Inc. is strictly prohibited. The receipt or possession of this document does not convey any rights to reproduce disclose or distribute its contents or to manufacture use or sell anything that it may describe in whole or in part. U.S. Government Restricted Rights Legend Use duplication or disclosure by the Government is subject to restrictions set forth in FAR 52.227.19 c 2 or subparagraph c 1 ii of the Rights in Technical Data and Computer Software clause at DFARS 252.227-7013 and or in similar or successor clauses in the FAR or the DOD or NASA FAR Supplement. Unpublished rights reserved under the copyright laws of the United States. Contractor manufacturer is Silicon Graphics Inc. 1600 Amphitheatre Parkway Mountain View CA 94043. OpenGL is a registered trademark of Silicon Graphics Inc. Unix is a registered trademark of The Open Group. The X device and X Windows System are trademarks of The Open Group. Contents 1 Introduction 1 1.1 Formatting of Optional Features. 1 1.2 What is the OpenGL Graphics System . 1 1.3 Programmer s View of OpenGL . 2 1.4 Implementor s View of OpenGL. 2 1.5 Our View. 3 2 OpenGL Operation 4 2.1 OpenGL Fundamentals . 4 2.1.1 Floating-Point Computation. 6 2.2 GL State. 6 2.3 GL Command Syntax. 7 2.4 Basic GL Operation. 10 2.5 GL Errors . 11 2.6 Begin End Paradigm . 12 2.6.1 Begin and End Objects. 13 2.6.2 Polygon Edges. 18 2.6.3 GL Commands within Begin End. 19 2.7 Vertex Specification. 19 2.8 Vertex Arrays . 23 2.9 Buffer Objects