The following Auxiliary Library samples are provided in the OS/2 Warp Toolkit:
This program shows accumulation of jittered objects with an orthographic projection in order to antialias a scene.
This program is basically the same as ACCANTI, but without the jittering to show the same scene aliased.
This program shows the same scene as the prior ACCANTI and ACCNOT, but with a perspective projection and accumulation of jittered images to antialias the scene.
This program is another example of accumulating multiple images in order to antialias a scene.
This program calculates the fovy (field of view angle in the Y direction), by using trigonometry, given the size of an object and its size.
This program draws several overlapping filled polygons to demonstrate the effect order has on alpha blending results.
This program demonstrates how to intermix opaque and alpha blended polygons in the same scene, by using glDepthMask(). By pressing the left mouse button, you can toggle the eye position.
This program draws antialiased lines in RGBA mode.
This program draws a wireframe icosahedron with antialiased lines, in color index mode.
This program draws antialiased points, in color index mode.
This program draws filled polygons with antialiased edges. The special GL_SRC_ALPHA_SATURATE blending function is used. By pressing the left mouse button, you can turn the antialiasing on and off.
This program draws antialiased points, in RGBA mode.
This program uses evaluators to draw a Bezier curve.
This program renders a lighted, filled Bezier surface, using two-dimensional evaluators.
This program renders a wireframe Bezier surface, using two-dimensional evaluators.
This program texture maps a checkerboard image onto two rectangles. This program clamps the texture, if the texture coordinates fall outside 0.0 and 1.0.
This program texture maps a checkerboard image onto two rectangles. This program repeats the texture, if the texture coordinates fall outside 0.0 and 1.0.
This program texture maps a checkerboard image onto two rectangles. The texture coordinates for the rectangles are 0.0 to 3.0.
This program demonstrates arbitrary clipping planes.
This program will be in ColorMaterial mode after initialization. By pressing the mouse buttons, you can change the color of the diffuse reflection.
This program demonstrates the use of the GL lighting model. A sphere is drawn using a grey material characteristic. A single light source illuminates the object.
This program draws a 3-D cube, viewed with perspective, stretched along the Y-axis.
This program uses the Utility Library NURBS routines to draw a one-dimensional NURBS curve.
This program draws a wireframe model, which uses intensity (brightness) to give clues to distance. Fog is used to achieve this effect.
This program demonstrates the use of the quadrics Utility Library routines to draw circles and arcs.
This program demonstrates use of the accumulation buffer to create an out-of-focus depth-of-field effect. The teapots are drawn several times into the accumulation buffer. The viewing volume is jittered, except at the focal point, where the viewing volume is at the same position, each time. In this case, the gold teapot remains in focus.
This program demonstrates the same scene as DOF.C, but without use of the accumulation buffer, so that everything is in focus.
This program demonstrates double buffering for flicker-free animation. The left and middle mouse buttons start and stop the spinning motion of the square.
This program draws the bitmapped letter F on the screen several times. This demonstrates use of the glBitmap() function.
This program demonstrates use of OpenGL feedback. First, a lighting environment is set up and a few lines are drawn. Then feedback mode is entered and the same lines are drawn. The results in the feedback buffer are printed.
This program draws five red teapots, each at a different Z-distance from the eye, in different types of fog. By pressing the left mouse button, you can choose between three types of fog: exponential, exponential squared, and linear. In this program, there is a fixed density value, as well as fixed start and end values for the linear fog.
This program demonstrates fog in color index mode. Three cones are drawn at different Z-values in a linear fog. Thirty-two contiguous colors (from 16 to 47) are loaded with a color ramp.
This program draws some text in a bitmapped font using glBitmap() and other pixel routines. FONT also demonstrates use of display lists.
This program demonstrates the use of the OpenGL lighting model. A sphere is drawn using a grey material characteristic. A single light source illuminates the object.
This program demonstrates the use of display lists to call different line stipples.
This program demonstrates different line stipples and widths.
This program demonstrates how to make and execute a display list. Note that attributes, such as current color and matrix, are changed.
This program demonstrates the use of glGenList() and glPushAttrib(). The matrix and color are restored before the line is drawn.
This program demonstrates the use of the GL lighting model. A sphere is drawn using a magenta diffuse reflective and white specular material property. A single light source illuminates the object. This program illustrates lighting in color-map mode.
This program demonstrates the use of the GL lighting model. Several objects are drawn using different material characteristics. A single light source illuminates the objects.
This program demonstrates using mipmaps for texture maps. To overtly show the effect of mipmaps, each mipmap reduction level has a solid colored, contrasting texture image. Thus, the quadrilateral is drawn with several different colors.
This program demonstrates the use of OpenGL modeling transformations. Four triangles are drawn, each with a different transformation.
This program demonstrates when to issue lighting and transformation commands to render a model with a light, which is moved by a modeling transformation (rotate or translate). The light position is reset after the modeling transformation is called. The eye position does not change.
A sphere is drawn using a grey material characteristic. A single light source illuminates the object.
By pressing the left or middle mouse button, you can alter the modeling transformation (X-rotation) by 30 degrees. The scene is then redrawn with the light in a new position.
This program shows a NURBS (Non-uniform rational B-splines) surface, shaped like a heart.
This program demonstrates picking. In rendering mode, three overlapping rectangles are drawn. When you press the left mouse button, you enter selection mode with the picking matrix. Rectangles that are drawn under the cursor position are " picked." Note the depth value range that is returned.
This program demonstrates picking. Press the left mouse button to enter picking mode. You get two hits if you press the mouse, while the cursor is where the lines intersect.
This program demonstrates using multiple names and picking. A 3x3 grid of squares is drawn. When you press the left mouse button, all squares under the cursor position change color.
This program demonstrates the use of local versus infinite lighting on a flat plane.
This program shows how to composite modeling transformations to draw translated and rotated models.
By pressing the Left, Right, Up, or Down Arrow key, you can alter the rotation of the planet around the sun.
In this program, the planets (from PLANET.C) have been rotated so their polar regions are north/south.
By pressing the Left, Right, Up, or Down Arrow key, you can alter the rotation of the planet around the sun.
This program demonstrates polygon stippling.
This program shows how to composite modeling transformations to draw translated and rotated hierarchical models.
By pressing any of the arrow keys, you can alter the rotation of the robot arm.
This program demonstrates the use of the GL lighting model. Objects are drawn using a grey material characteristic. A single light source illuminates the objects.
This program demonstrates use of a blue ambient light source.
This program draws lighted objects with flat shading.
This program demonstrates the use of a colored (magenta, in this example) light source. Objects are drawn using a grey material characteristic. A single light source illuminates the objects.
This program is an illustration of the selection mode and name stack, which detect whether objects collide with a viewing volume. First, four triangles and a rectangular box representing a viewing volume are drawn (drawScene routine). The green triangle and yellow triangles appear to lie within the viewing volume, but the red triangle appears to lie outside it. Then, the selection mode is entered (selectObjects routine). Drawing to the screen ceases. To see if any collisions occur, the four triangles are called. In this example, the green triangle causes one hit with the name 1 and the yellow triangles cause one hit with the name 3.
This program draws a white rectangle on a black background.
This program demonstrates smooth shading. A smooth shaded polygon is drawn in a 2-D projection.
This program draws a wire frame sphere. It uses glTranslatef() as a viewing transformation.
This program draws two rotated tori in a window. A diamond in the center of the window masks out part of the scene. Within this mask, a different model (a sphere) is drawn in a different color.
This program demonstrates some characters of a stroke (vector) font. The characters are represented by display lists, which are given numbers which correspond to the ASCII values of the characters. Use of glCallLists() is demonstrated.
This program draws a NURBS surface in the shape of a symmetrical hill.
This program demonstrates two-sided lighting and compares it with one-sided lighting. Three teapots are drawn, with a clipping plane to expose the interior of the objects.
This program renders three lighted, shaded teapots, with different ambient values.
This program demonstrates several material properties. A single light source illuminates the objects.
This program draws a texture mapped teapot with automatically generated texture coordinates. The texture is rendered as stripes on the teapot.
This program uses evaluators to generate a curved surface and automatically generated texture coordinates.
This program draws a NURBS surface in the shape of a symmetrical hill, using both a NURBS curve and pwl (piecewise linear) curve to trim part of the surface.