HP c8000 manual Bit programming

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overview of OpenGL

the OpenGL product

calls must be restricted to a single thread, which remains the same thread for the duration of the process. This is not the same as OpenGL calls being made in one thread at a time. Other threads can be used for computations, etc.

Using OpenGL graphics in a Kernel threaded application requires that the application link with libpthread.sl (not the archived version, libpthread.a).

OpenGL libraries are not cancel safe or fork safe.

A context can only be made current in the dedicated graphics thread.

multiple graphics threads support in June, 2000 11. ACE OpenGL Starting with the June, 2000 11.ACE OpenGL release, OpenGL will Support Level 2 threads. This means HP OpenGL can be used in threaded applications, and more than one thread can use OpenGL.

Using OpenGL graphics in a Kernel threaded application requires that the application link with libpthread.sl (not the archived version, libpthread.a).

OpenGL libraries are not cancel safe or fork safe.

A given context can only be current in one thread at a time.

additional documentation For more information on using threads, see the following documentation:

The devresource.hp.com web site (search for “Threads and Multiprocessing” )

The OpenGL Programming Guide

The OpenGL Reference Manual

Threadtime by S. Norton and M. Dipasquale

64-bit programming

Starting with the HP-UX 11.0 Additional Core Enhancements (ACE) (November, 1999) release, HP OpenGL will support 64-bit programming. Applications using 64-bit computing are supported on SPUs with 64-bit capabilities only; they are not supported on 32-bit SPUs.

For information on porting your application to take advantage of 64-bit capabilities, see the devresource.hp.com web site. Search for “64-bit Computing.”

Chapter 1

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Contents OpenGL Implementation Guide Legal Notices Contents Installation and setup Programming hints Contents Overview of OpenGL OpenGL Reference Manual IntroductionOpenGL product Hp’s implementation of OpenGLHp’s implementation of the OpenGL libraries Supported operating systems Supported graphics devicesVisual Table for HP Visualize fxe Supported visualsVisual Table for ATI Fire GL T2/X1/X3 Visual support for other graphics devices Stereo Visual Support for HP Fire GL-UXSigchld and the GRM daemon Buffer sharing between multiple processes and threadsBit programming SLS support Sample 64-bit compile and link for 11.x onlyOpenGL extensions for the X Window system GLX Standard OpenGL productOpenGL Utilities Library GLU Input and output routinesOpenGL product Mixing of OpenGL and Xlib Gamma correction Occlusion culling code fragments OpenGL extensionsVisibility test extensions Occlusion extensionEnumerated Types for Occlusion GLHPsupersample extension Bow-tie quadrilaterals Default visualsRendering details EXP and EXP2 foggingIndex mode dithering Decomposition of concave quadrilateralsVertices outside of a begin/end pair Environment variables New environment variables as of release Switches to the faster double buffering method Installation and setup Installation and setup Verification instructions Is your system software preloaded with instant ignition?Verify that OpenGL is on your workstation Install OpenGL Installing OpenGLOpenGL Development Environment Filesets for 11.0 Check log file Verify the product OpenGL file structure 64-bit libraries are in a subdirectory OpenGL file structure Chapter Running OpenGL programs Virtual GLX VGL mode Visual support for the VGL modeSpecial considerations Bool hpglXDisplayIsVGLDisplay *dpy, int screen Running hps implementation of the OpenGL stereo application Running hps implementation of the OpenGL stereo application Running OpenGL programs Compiling and linking programs Subdirectory This Directory Contains OverviewIncluding header files Linking shared libraries Compiling 32-bit and 64-bit applications for OpenGL OpenGL procedure calls Programming hints Programming hints OpenGL correctness hints 4D valuesTexture coordinates Geometric primitives Glcompileandexecute modeOpenGL performance hints Display list performanceDraw array set extensions State changes and their effects on display lists TexturesRegular primitive data Selection performance Texture downloading performanceState change Optimization of lighting Occlusion cullingHigh frame rate applications Rescaling normals OpenGL performance hints
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