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OpenGL superbible : comprehensive tutorial and reference

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

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Format:
Book
Author/Creator:
Haemel, Nicholas, author.
Contributor:
Wright, Richard S., Contributor.
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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