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The OpenGL Utility Library (GLU) is a computer graphics library for OpenGL.
A graphics library is a program library designed to aid in rendering computer graphics to a monitor. This typically involves providing optimized versions of functions that handle common rendering tasks. This can be done purely in software and running on the CPU, common in embedded systems, or being hardware accelerated by a GPU, more common in PCs. By employing these functions, a program can assemble an image to be output to a monitor. This relieves the programmer of the task of creating and optimizing these functions, and allows them to focus on building the graphics program. Graphics libraries are mainly used in video games and simulations.
Open Graphics Library (OpenGL) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.
It consists of a number of functions that use the base OpenGL library to provide higher-level drawing routines from the more primitive routines that OpenGL provides. It is usually distributed with the base OpenGL package. GLU is not implemented in the embedded version of the OpenGL package, OpenGL ES.
OpenGL for Embedded Systems is a subset of the OpenGL computer graphics rendering application programming interface (API) for rendering 2D and 3D computer graphics such as those used by video games, typically hardware-accelerated using a graphics processing unit (GPU). It is designed for embedded systems like smartphones, tablet computers, video game consoles and PDAs. OpenGL ES is the "most widely deployed 3D graphics API in history".
Among these features are mapping between screen- and world-coordinates, generation of texture mipmaps, drawing of quadric surfaces, NURBS, tessellation of polygonal primitives, interpretation of OpenGL error codes, an extended range of transformation routines for setting up viewing volumes and simple positioning of the camera, generally in more human-friendly terms than the routines presented by OpenGL. It also provides additional primitives for use in OpenGL applications, including spheres, cylinders and disks.
Texture mapping is a method for defining high frequency detail, surface texture, or color information on a computer-generated graphic or 3D model. Its application to 3D graphics was pioneered by Edwin Catmull in 1974.
In computer graphics, mipmaps or pyramids are pre-calculated, optimized sequences of images, each of which is a progressively lower resolution representation of the same image. The height and width of each image, or level, in the mipmap is a power of two smaller than the previous level. Mipmaps do not have to be square. They are intended to increase rendering speed and reduce aliasing artifacts. A high-resolution mipmap image is used for high-density samples, such as for objects close to the camera. Lower-resolution images are used as the object appears farther away. This is a more efficient way of downfiltering (minifying) a texture than sampling all texels in the original texture that would contribute to a screen pixel; it is faster to take a constant number of samples from the appropriately downfiltered textures. Mipmaps are widely used in 3D computer games, flight simulators, other 3D imaging systems for texture filtering and 2D as well as 3D GIS software. Their use is known as mipmapping. The letters "MIP" in the name are an acronym of the Latin phrase multum in parvo, meaning "much in little". Since mipmaps, by definition, are pre-allocated, additional storage space is required to take advantage of them. They are also related to wavelet compression. Mipmap textures are used in 3D scenes to decrease the time required to render a scene. They also improve image quality by reducing aliasing and Moiré patterns that occur at large viewing distances, at the cost of 1/3 more memory per texture.
In mathematics, a quadric or quadric surface, is a generalization of conic sections. It is a hypersurface in a (D + 1)-dimensional space, and it is defined as the zero set of an irreducible polynomial of degree two in D + 1 variables. When the defining polynomial is not absolutely irreducible, the zero set is generally not considered a quadric, although it is often called a degenerate quadric or a reducible quadric.
All GLU functions start with the glu
prefix. An example function is gluOrtho2D
which defines a two dimensional orthographic projection matrix.
Orthographic projection is a means of representing three-dimensional objects in two dimensions. It is a form of parallel projection, in which all the projection lines are orthogonal to the projection plane, resulting in every plane of the scene appearing in affine transformation on the viewing surface. The obverse of an orthographic projection is an oblique projection, which is a parallel projection in which the projection lines are not orthogonal to the projection plane.
The GLU specification was last updated in 1998, and it depends on features which were deprecated with the release of OpenGL 3.1 in 2009. [1] Specifications for GLU are still available here
In several fields, deprecation is the discouragement of use of some terminology, feature, design, or practice, typically because it has been superseded or is no longer considered efficient or safe, without completely removing it or prohibiting its use. It can also imply that a feature, design, or practice will be removed or discontinued entirely in the future.
FreeGLUT is an open-source alternative to the OpenGL Utility Toolkit (GLUT) library. GLUT allows the user to create and manage windows containing OpenGL contexts on a wide range of platforms and also read the mouse, keyboard and joystick functions. FreeGLUT is intended to be a full replacement for GLUT, and has only a few differences.
The OpenGL Utility Toolkit (GLUT) is a library of utilities for OpenGL programs, which primarily perform system-level I/O with the host operating system. Functions performed include window definition, window control, and monitoring of keyboard and mouse input. Routines for drawing a number of geometric primitives are also provided, including cubes, spheres and the Utah teapot. GLUT also has some limited support for creating pop-up menus.
The Portable Operating System Interface (POSIX) is a family of standards specified by the IEEE Computer Society for maintaining compatibility between operating systems. POSIX defines the application programming interface (API), along with command line shells and utility interfaces, for software compatibility with variants of Unix and other operating systems.
OCaml is the main implementation of the Caml programming language created in 1996 by Xavier Leroy, Jérôme Vouillon, Damien Doligez, Didier Rémy, Ascánder Suárez, and others. It extends Caml with object-oriented features, and is a member of the ML family.
Java Platform, Standard Edition is a computing platform for development and deployment of portable code for desktop and server environments. Java SE was formerly known as Java 2 Platform, Standard Edition (J2SE).
The Utah teapot, or the Newell teapot, is a 3D test model that has become a standard reference object and an in-joke within the computer graphics community. It is a mathematical model of an ordinary teapot that appears solid, cylindrical, and partially convex. A teapot primitive is considered the equivalent of a "Hello, World" program, as a way to create an easy 3D scene with a somewhat complex model acting as a basic geometry reference for scene and light setup. Some programming libraries, such as the OpenGL Utility Toolkit, even have functions dedicated to drawing teapots.
OpenGL Performer, formerly known as IRIS Performer and commonly referred to simply as Performer, is a commercial library of utility code built on top of OpenGL for the purpose of enabling hard real-time visual simulation applications. OpenGL Performer was developed by SGI which continues to maintain and enhance it. OpenGL Performer is available for IRIX, Linux, and several versions of Microsoft Windows. Both ANSI C and C++ bindings are available.
The X video extension, often abbreviated as XVideo or Xv, is a video output mechanism for the X Window System. The protocol was designed by David Carver; the specification for version 2 of the protocol was written in July 1991. It is mainly used today to resize video content in the video controller hardware in order to enlarge a given video or to watch it in full screen mode. Without XVideo, X would have to do this scaling on the main CPU. That requires a considerable amount of processing power, which could slow down or degrade the video stream; video controllers are specifically designed for this kind of computation, so can do it much more cheaply. Similarly, the X video extension can have the video controller perform color space conversions, and change the contrast, brightness, and hue of a displayed video stream.
In Unix-like operating systems, iconv is a command-line program and a standardized application programming interface (API) used to convert between different character encodings. "It can convert from any of these encodings to any other, through Unicode conversion."
Java OpenGL (JOGL) is a wrapper library that allows OpenGL to be used in the Java programming language. It was originally developed by Kenneth Bradley Russell and Christopher John Kline, and was further developed by the Sun Microsystems Game Technology Group. Since 2010, it has been an independent open-source project under a BSD license. It is the reference implementation for Java Bindings for OpenGL (JSR-231).
GLib is a bundle of three low-level system libraries written in C and developed mainly by GNOME. GLib's code was separated from GTK, so it can be used by software other than GNOME and has been developed in parallel ever since.
Core Foundation is a C application programming interface (API) in macOS & iOS, and is a mix of low-level routines and wrapper functions. Apple releases most of it as an open-source project called CFLite that can be used to write cross-platform applications for macOS, Linux, and Windows; a third-party open-source implementation called OpenCFLite also exists. Most Core Foundation routines follow a certain naming convention that deal with opaque objects, for example CFDictionaryRef for functions whose names begin with CFDictionary, and these objects are often reference counted (manually) through CFRetain
and CFRelease
. Internally, Core Foundation forms the base of the types in the Objective-C standard library as well.
PLIB is a suite of free and open-source libraries to ease the development of computer games. It was originally written by Steve Baker in 1997 and licensed under the LGPL.
Core OpenGL, or CGL, is Apple Inc.'s Macintosh Quartz windowing system interface to the OS X implementation of the OpenGL specification. CGL is analogous to GLX, which is the X11 interface to OpenGL, as well as WGL, which is the Microsoft Windows interface to OpenGL.
The Apple Developer Tools are a suite of software tools from Apple to aid in making software dynamic titles for the macOS and iOS platforms. The developer tools were formerly included on macOS install media, but are now exclusively distributed over the Internet. As of macOS 10.12, Xcode is available as a free download from the Mac App Store.
GNU plotutils is a set of free software command-line tools and software libraries for generating 2D plot graphics based on data sets. It is used in projects such as PSPP and UMLgraph, and in many areas of academic research, and is included in many Linux distributions such as Debian and cygwin. Windows and Mac OS X versions are also available. The library provides bindings for the C and C++ languages. Its stand alone command-line tools can generate graphs and perform numerical calculation of spline curves and systems of ordinary differential equations. Plotutils is a GNU package and is distributed under a free software licence, the GPL.
WebGL is a JavaScript API for rendering interactive 2D and 3D graphics within any compatible web browser without the use of plug-ins. WebGL is fully integrated with other web standards, allowing GPU-accelerated usage of physics and image processing and effects as part of the web page canvas. WebGL elements can be mixed with other HTML elements and composited with other parts of the page or page background. WebGL programs consist of control code written in JavaScript and shader code that is written in OpenGL ES Shading Language, a language similar to C or C++, and is executed on a computer's graphics processing unit (GPU). WebGL is designed and maintained by the non-profit Khronos Group.
GLFW is a lightweight utility library for use with OpenGL. GLFW stands for Graphics Library Framework. It provides programmers with the ability to create and manage windows and OpenGL contexts, as well as handle joystick, keyboard and mouse input.