Opengl® superbible: comprehensive tutorial and reference, fourth edition

  • Authors:
  • Richard Wright;Benjamin Lipchak;Nicholas Haemel

  • Affiliations:
  • -;-;-

  • Venue:
  • Opengl® superbible: comprehensive tutorial and reference, fourth edition
  • Year:
  • 2007

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Abstract

OpenGL ® SuperBible, Fourth Edition, begins by illuminating the core techniques of “classic” OpenGL graphics programming, from drawing in space to geometric transformations, from lighting to texture mapping. The authors cover newer OpenGL capabilities, including OpenGL 2.1's powerful programmable pipeline, vertex and fragment shaders, and advanced buffers. They also present thorough, up-to-date introductions to OpenGL implementations on multiple platforms, including Windows, Mac OS X, GNU/Linux, UNIX, and embedded systems.Coverage includes ï戮·ï戮 ï戮 ï戮 ï戮 ï戮 ï戮 ï戮 ï戮 An entirely new chapter on OpenGL ES programming for handhelds ï戮·ï戮 ï戮 ï戮 ï戮 ï戮 ï戮 ï戮 ï戮 Completely rewritten chapters on OpenGL for Mac OS X and GNU/Linux ï戮·ï戮 ï戮 ï戮 ï戮 ï戮 ï戮 ï戮 ï戮 Up-to-the-minute coverage of OpenGL on Windows Vista ï戮·ï戮 ï戮 ï戮 ï戮 ï戮 ï戮 ï戮 ï戮 New material on floating-point color buffers and off-screen rendering ï戮·ï戮 ï戮 ï戮 ï戮 ï戮 ï戮 ï戮 ï戮 In-depth introductions to 3D modeling and object composition ï戮·ï戮 ï戮 ï戮 ï戮 ï戮 ï戮 ï戮 ï戮 Expert techniques for utilizing OpenGL's programmable shading language ï戮·ï戮 ï戮 ï戮 ï戮 ï戮 ï戮 ï戮 ï戮 Thorough coverage of curves, surfaces, interactive graphics, textures, shadows, and much more ï戮·ï戮 ï戮 ï戮 ï戮 ï戮 ï戮 ï戮 ï戮 A fully updated API reference, and an all-new section of full-color imagesYou'll rely on this book constantlyï戮聳whether you're learning OpenGL for the first time, deepening your graphics programming expertise, upgrading from older versions of OpenGL, or porting applications from other environments.Now part of the OpenGL Technical Libraryï戮聳The official knowledge resource for OpenGL developersThe OpenGL Technical Library provides tutorial and reference books for OpenGL. The Library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies.ContentsPrefaceï戮 xxviiAbout the Authorsï戮 xxxvIntroductionï戮 1Part I: The Old TestamentChapter 1ï戮 ï戮 ï戮 ï戮 Introduction to 3D Graphics and OpenGLï戮 9Chapter 2ï戮 ï戮 ï戮 ï戮 Using OpenGLï戮 33Chapter 3ï戮 ï戮 ï戮 ï戮 Drawing in Space: Geometric Primitives and Buffersï戮 73Chapter 4ï戮 ï戮 ï戮 ï戮 Geometric Transformations: The Pipelineï戮 127Chapter 5ï戮 ï戮 ï戮 ï戮 Color, Materials, and Lighting: The Basics 173Chapter 6ï戮 ï戮 ï戮 ï戮 More on Colors and Materialsï戮 229Chapter 7ï戮 ï戮 ï戮 ï戮 Imaging with OpenGLï戮 251Chapter 8ï戮 ï戮 ï戮 ï戮 Texture Mapping: The Basicsï戮 303Chapter 9ï戮 ï戮 ï戮 ï戮 Texture Mapping: Beyond the Basicsï戮 341Chapter 10ï戮 ï戮 Curves and Surfacesï戮 377Chapter 11ï戮 ï戮 It's All About the Pipeline: Faster Geometry Throughputï戮 421Chapter 12ï戮 ï戮 Interactive Graphicsï戮 457Chapter 13ï戮 ï戮 Occlusion Queries: Why Do More Work Than You Need To? 481Chapter 14ï戮 ï戮 Depth Textures and Shadowsï戮 495Part II: The New TestamentChapter 15ï戮 ï戮 Programmable Pipeline: This Isn't Your Father's OpenGLï戮 515Chapter 16ï戮 ï戮 Vertex Shading: Do-It-Yourself Transform, Lighting, and Texgenï戮 547Chapter 17ï戮 ï戮 Fragment Shading: Empower Your Pixel Processingï戮 567Chapter 18ï戮 ï戮 Advanced Buffersï戮 601Part III: The ApocryphaChapter 19ï戮 ï戮 Wiggle: OpenGL on Windowsï戮 641Chapter 20ï戮 ï戮 OpenGL on Mac OS Xï戮 685Chapter 21ï戮 ï戮 OpenGL on Linuxï戮 713Chapter 22ï戮 ï戮 OpenGL ES - OpenGL on the Smallï戮 735Appendix Aï戮 ï戮 ï戮 Further Reading/Referencesï戮 773Appendix Bï戮 ï戮 ï戮 Glossaryï戮 777Appendix Cï戮 ï戮 API Referenceï戮 783Indexï戮 1141