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OpenGL programming guide : the official guide to learning OpenGL, version 4.3

O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Shreiner, Dave, author.
Contributor:
Kessenich, John M., Contributor.
Sellers, Graham, Contributor.
Licea-Kane, Bill, Contributor.
Shreiner, Dave, Contributor.
Khronos OpenGL ARB Working Group.
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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