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OpenGL superbible : comprehensive tutorial and reference
- Format:
- Book
- Author/Creator:
- Haemel, Nicholas, author.
- Language:
- English
- Subjects (All):
- OpenGL.
- Computer graphics.
- Physical Description:
- 1 online resource (xxxii, 969 p., [16] p. of plates) : ill.
- Edition:
- 5th ed.
- Place of Publication:
- [Place of publication not identified] Addison Wesley 2011
- Language Note:
- English
- System Details:
- text file
- Summary:
- OpenGL® SuperBible, Fifth Edition is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 3.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the API and essential associated programming concepts. Readers will find up-to-date, hands-on guidance on all facets of modern OpenGL development, including transformations, texture mapping, shaders, advanced buffers, geometry management, and much more. Fully revised to reflect ARB’s latest official specification (3.3), this edition also contains a new start-to-finish tutorial on OpenGL for the iPhone, iPod touch, and iPad. Coverage includes • A practical introduction to the essentials of real-time 3D graphics • Core OpenGL 3.3 techniques for rendering, transformations, and texturing • Writing your own shaders, with examples to get you started • Cross-platform OpenGL: Windows (including Windows 7), Mac OS X, GNU/Linux, UNIX, and embedded systems • OpenGL programming for iPhone, iPod touch, and iPad: step-by-step guidance and complete example programs • Advanced buffer techniques, including full-definition rendering with floating point buffers and textures • Fragment operations: controlling the end of the graphics pipeline • Advanced shader usage and geometry management • A fully updated API reference, now based on the official ARB (Core) OpenGL 3.3 manual pages • New bonus materials and sample code on a companion Web site, www.starstonesoftware.com/OpenGL Part of the OpenGL Technical Library–The official knowledge resource for OpenGL developers The 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.
- Contents:
- Cover
- Contents
- Preface to the Fifth Edition
- Preface to the Fourth Edition
- Preface to the Third Edition
- Introduction
- What's New in This Edition
- How This Book Is Organized
- Part I: Basic Concepts
- Part II: Intermediate to Advanced Ideas
- Part III: Platform-Specific Notes
- Conventions Used in This Book
- About the Companion Web Site
- PART I: Basic Concepts
- 1 Introduction to 3D Graphics and OpenGL
- A Brief History of Computer Graphics
- 3D Graphics Techniques and Terminology
- Common Uses for 3D Graphics
- Basic 3D Programming Principles
- Summary
- 2 Getting Started
- What Is OpenGL?
- Using OpenGL
- Setting Up Windows Projects
- Setting Up Mac OS X Projects
- Your First Triangle
- Putting a Little Life into It!
- 3 Basic Rendering
- The Basic Graphics Pipeline
- Setting Up Your Coordinate System
- Using the Stock Shaders
- Connecting The Dots
- Blending
- 4 Basic Transformations: A Vector/Matrix Primer
- Is This the Dreaded Math Chapter?
- A Crash Course in 3D Graphics Math
- Understanding Transformations
- The Modelview Matrix
- More Objects
- Projection Matrix
- The Transformation Pipeline
- Moving Around Using Cameras and Actors
- 5 Basic Texturing
- Raw Image Data
- Loading Textures
- Texture Application
- Mipmapping
- Anisotropic Filtering
- Texture Compression
- 6 Thinking Outside the Box, Nonstock Shaders
- GLSL 101
- Shader Uniforms
- Built-In Functions
- Simulating Light
- Accessing Textures
- 7 More Advanced Texture Topics
- Rectangle Textures
- Cube Maps
- Multitexture
- Point Sprites
- Texture Arrays
- Texture Proxies
- PART II: Intermediate to Advanced Ideas
- 8 Buffer Objects: Storage Is Now in Your Hands
- Buffers
- Framebuffer Objects, Going Beyond the Window.
- Rendering to Textures
- 9 Advanced Buffers: Beyond the Basics
- Getting at Your Data
- Controlling the Destiny of Your Pixel Shaders
- Mapping Fragment Outputs
- New Formats for a New Hardware Generation
- 10 Fragment Operations: The End of the Pipeline
- Scissoring-Cutting Your Geometry Down To Size
- Multisampling
- Stencil Operations
- Depth Testing
- Blending Everything Together
- Dithering
- Logic Ops
- Masking Output
- 11 Advanced Shader Usage
- Advanced Vertex Shaders
- Geometry Shaders
- Advanced Fragment Shaders
- More Advanced Shader Functions
- Uniform Buffer Objects
- 12 Advanced Geometry Management
- Gathering Information about the OpenGL Pipeline-Queries
- Storing Data in GPU Memory
- Using Vertex Array Objects to Organize Your Buffers
- Drawing a lot of Geometry Efficiently
- Storing Transformed Vertices-Transform Feedback
- Clipping and Determining What Should Be Drawn
- Synchronizing When OpenGL Begins to Draw
- PART III: Platform-Specific Notes
- 13 OpenGL on Windows
- OpenGL Implementations on Windows
- Basic Windows Rendering
- Putting It All Together
- Full-Screen Rendering
- Double Buffering
- 14 OpenGL on OS X
- The Four Faces of OpenGL on the Mac
- OpenGL with Cocoa
- CGL
- 15 OpenGL on Linux
- The Basics
- Getting Started
- GLX-Interfacing with X Windows
- 16 OpenGL ES on Mobile Devices
- OpenGL on a Diet
- Which Version Is Right for You?
- The ES Environment
- EGL: A New Windowing Environment
- Negotiating Embedded Environments
- Apple Handheld Platforms
- Appendix A: Further Reading
- Other Good OpenGL Books
- 3D Graphics Books
- Web Sites
- Appendix B: Glossary
- A
- B
- C
- D
- E
- G
- I
- K
- L
- M
- N
- O
- P
- Q
- R
- S
- T.
- V
- W
- Appendix C: OpenGL Man Pages for (Core) OpenGL 3.3
- Index.
- Notes:
- Bibliographic Level Mode of Issuance: Monograph
- Includes bibliographical references and index.
- Description based on publisher supplied metadata and other sources.
- ISBN:
- 9786612658860
- 9781282658868
- 1282658867
- 9780132160889
- 0132160889
- OCLC:
- 1027154486
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