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Introduction to OpenGL Programming Guide for Mac OS X

Contents:

Who Should Read This Document?
Organization of This Document
See Also


OpenGL Programming Guide for Mac OS X describes the Apple implementation of the OpenGL graphics standard in Mac OS X and shows how to use this implementation effectively to achieve stunning 3D graphics. OpenGL is an open, cross-platform, three-dimensional (3D) graphics standard with broad industry support. OpenGL greatly eases the task of writing real-time 2D or 3D graphics applications by providing a mature, well-documented graphics processing pipeline that supports the abstraction of current and future hardware accelerators.

OpenGL was developed by Silicon Graphics, Inc. (SGI). It is based on the SGI IRIS Graphics Library, first released in 1992. As an open standard, it is now controlled by the OpenGL Architecture Review Board (ARB), a consortium whose members include many of the major companies in the computer graphics industry, one of which is Apple.

OpenGL is an excellent choice for 3D graphics development on the Macintosh platform because it offers the following:

Who Should Read This Document?

Any developer who is familiar with OpenGL code and wants to run OpenGL programs in Mac OS X will want to read this document. OpenGL provides the API that communicates with the graphics hardware. Apple provides APIs that communicate with the Mac OS X windowing system. By reading this guide, you'll see how to use the Apple APIs to draw your OpenGL content onscreen from within a Cocoa or Carbon application. The book discusses the essential concepts for understanding the Apple OpenGL interfaces used for procedural C and Objective-C, and provides techniques and tips for getting the best performance possible on the platform.

This guide assumes that you are an experienced OpenGL programmer who wants to create Mac OS X software that has real-time 2D or 3D graphics. Although this guide provides some advice on optimizing OpenGL code, it does not provide entry-level information on how to use the OpenGL API maintained by the OpenGL Architecture Review Board (ARB). If you are unfamiliar with OpenGL, first read the following programming guide and consult the companion reference as needed:

Organization of This Document

This programming guide contains the following chapters:

This programming guide contains these appendixes:

The “Glossary” provides definitions for most of the terminology in the book. You can find definitions for those terms that are not in the glossary either on the OpenGL Foundation website http://www.opengl.org or in OpenGL Programming Guide ("The Redbook").

See Also

You'll want to keep these reference documents handy as you develop your OpenGL program for Mac OS X:

You can download sample applications that demonstrate how to use Apple APIs for OpenGL drawing from the ADC Reference Library.

The OpenGL Foundation website, http://www.opengl.org, provides information on OpenGL commands, the Architecture Review Board, logo requirements, OpenGL news, and many other topics. It's a site that you'll want to visit regularly. Among the many resources it provides, the following are important reference documents for OpenGL developers:

Although you don't need to learn how to use a shading language to write OpenGL programs for Mac OS X, it's a growing area that you may want to investigate. The Apple implementation of OpenGL supports shading programs should you want to incorporate them into your code.



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© 2004, 2008 Apple Inc. All Rights Reserved. (Last updated: 2008-06-09)


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