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OpenGL programming guide : the official guide to learning OpenGL, version 4.3
- Format:
- Book
- Author/Creator:
- Shreiner, Dave, author.
- Series:
- OpenGL
- Language:
- English
- Subjects (All):
- OpenGL.
- Computer graphics.
- Physical Description:
- 1 online resource (1 v.)
- Edition:
- 8th ed.
- Other Title:
- Official guide to learning OpenGL, Versions 4.1
- Open GL programming guide
- Open Graphics Library programming guide
- Place of Publication:
- [Place of publication not identified] Addison Wesley 2013
- Language Note:
- English
- System Details:
- text file
- Summary:
- Includes Complete Coverage of the OpenGL® Shading Language! Today’s OpenGL software interface enables programmers to produce extraordinarily high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and programmable shaders. OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 4.3, Eighth Edition, has been almost completely rewritten and provides definitive, comprehensive information on OpenGL and the OpenGL Shading Language. This edition of the best-selling “Red Book” describes the features through OpenGL version 4.3. It also includes updated information and techniques formerly covered in OpenGL® Shading Language (the “Orange Book”). For the first time, this guide completely integrates shader techniques, alongside classic, functioncentric techniques. Extensive new text and code are presented, demonstrating the latest in OpenGL programming techniques. OpenGL® Programming Guide, Eighth Edition, provides clear explanations of OpenGL functionality and techniques, including processing geometric objects with vertex, tessellation, and geometry shaders using geometric transformations and viewing matrices; working with pixels and texture maps through fragment shaders; and advanced data techniques using framebuffer objects and compute shaders. New OpenGL features covered in this edition include Best practices and sample code for taking full advantage of shaders and the entire shading pipeline (including geometry and tessellation shaders) Integration of general computation into the rendering pipeline via compute shaders Techniques for binding multiple shader programs at once during application execution Latest GLSL features for doing advanced shading techniques Additional new techniques for optimizing graphics program performance
- Contents:
- Intro
- Title Page
- Copyright Page
- Praise for OpenGL® Programming Guide, Eighth Edition
- Dedication Page
- Contents
- Figures
- Tables
- Examples
- About This Guide
- What This Guide Contains
- What's New in This Edition
- What You Should Know Before Reading This Guide
- How to Obtain the Sample Code
- Errata
- Style Conventions
- Chapter 1. Introduction to OpenGL
- What Is OpenGL?
- Your First Look at an OpenGL Program
- OpenGL Syntax
- OpenGL's Rendering Pipeline
- Our First Program: A Detailed Discussion
- Chapter 2. Shader Fundamentals
- Shaders and OpenGL
- OpenGL's Programmable Pipeline
- An Overview of the OpenGL Shading Language
- Interface Blocks
- Compiling Shaders
- Shader Subroutines
- Separate Shader Objects
- Chapter 3. Drawing with OpenGL
- OpenGL Graphics Primitives
- Data in OpenGL Buffers
- Vertex Specification
- OpenGL Drawing Commands
- Instanced Rendering
- Chapter 4. Color, Pixels, and Framebuffers
- Basic Color Theory
- Buffers and Their Uses
- Color and OpenGL
- Multisampling
- Testing and Operating on Fragments
- Per-Primitive Antialiasing
- Framebuffer Objects
- Writing to Multiple Renderbuffers Simultaneously
- Reading and Copying Pixel Data
- Copying Pixel Rectangles
- Chapter 5. Viewing Transformations, Clipping, and Feedback
- Viewing
- User Transformations
- OpenGL Transformations
- Transform Feedback
- Chapter 6. Textures
- Texture Mapping
- Basic Texture Types
- Creating and Initializing Textures
- Proxy Textures
- Specifying Texture Data
- Sampler Objects
- Using Textures
- Complex Texture Types
- Texture Views
- Compressed Textures
- Filtering
- Advanced Texture Lookup Functions
- Point Sprites
- Rendering to Texture Maps
- Chapter Summary
- Chapter 7. Light and Shadow
- Lighting Introduction
- Classic Lighting Model.
- Advanced Lighting Models
- Shadow Mapping
- Chapter 8. Procedural Texturing
- Procedural Texturing
- Bump Mapping
- Antialiasing Procedural Textures
- Noise
- Further Information
- Chapter 9. Tessellation Shaders
- Tessellation Shaders
- Tessellation Patches
- Tessellation Control Shaders
- Tessellation Evaluation Shaders
- A Tessellation Example: The Teapot
- Additional Tessellation Techniques
- Chapter 10. Geometry Shaders
- Creating a Geometry Shader
- Geometry Shader Inputs and Outputs
- Producing Primitives
- Advanced Transform Feedback
- Geometry Shader Instancing
- Multiple Viewports and Layered Rendering
- Chapter 11. Memory
- Using Textures for Generic Data Storage
- Shader Storage Buffer Objects
- Atomic Operations and Synchronization
- Example
- Chapter 12. Compute Shaders
- Overview
- Workgroups and Dispatch
- Communication and Synchronization
- Appendix A. Basics of GLUT: The OpenGL Utility Toolkit
- Initializing and Creating a Window
- Accessing Functions
- Handling Window and Input Events
- Managing a Background Process
- Running the Program
- Appendix B. OpenGL ES and WebGL
- OpenGL ES
- WebGL
- Appendix C. Built-in GLSL Variables and Functions
- Built-in Variables
- Built-in Constants
- Built-in Functions
- Appendix D. State Variables
- The Query Commands
- OpenGL State Variables
- Appendix E. Homogeneous Coordinates and Transformation Matrices
- Homogeneous Coordinates
- Transformation Matrices
- Appendix F. OpenGL and Window Systems
- Accessing New OpenGL Functions
- GLX: OpenGL Extension for the X Window System
- WGL: OpenGL Extensions for Microsoft Windows
- OpenGL in Mac OS X: The Core OpenGL (CGL) API and the NSOpenGL Classes
- Mac OS X's Core OpenGL Library
- The NSOpenGL Classes.
- Appendix G. Floating-Point Formats for Textures, Framebuffers, and Renderbuffers
- Reduced-Precision Floating-Point Values
- 16-bit Floating-Point Values
- 10- and 11-bit Unsigned Floating-Point Values
- Appendix H. Debugging and Profiling OpenGL
- Creating a Debug Context
- Debug Output
- Debug Groups
- Profiling
- Appendix I. Buffer Object Layouts
- Using Standard Layout Qualifiers
- The std140 Layout Rules
- The std430 Layout Rules
- Glossary
- Index.
- Notes:
- Bibliographic Level Mode of Issuance: Monograph
- Description based on publisher supplied metadata and other sources.
- ISBN:
- 9780132748438
- 0132748436
- 9780132736237
- 0132736233
- 9780132748445
- 0132748444
- OCLC:
- 811557419
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