OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 1.4 (4th Edition)
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.
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Coverage includes
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·        An entirely new chapter on OpenGL ES programming for handhelds
·        Completely rewritten chapters on OpenGL for Mac OS X and GNU/Linux
·        Up-to-the-minute coverage of OpenGL on Windows Vista
·        New material on floating-point color buffers and off-screen rendering
·        In-depth introductions to 3D modeling and object composition
·        Expert techniques for utilizing OpenGL’s programmable shading language
·        Thorough coverage of curves, surfaces, interactive graphics, textures, shadows, and much more
·        A fully updated API reference, and an all-new section of full-color images
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You’ll rely on this book constantly–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.
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Now 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.
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Contents
Preface xxvii
About the Authors xxxv
Introduction 1
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Part I: The Old Testament
Chapter 1Â Â Â Â Introduction to 3D Graphics and OpenGLÂ 9
Chapter 2Â Â Â Â Using OpenGLÂ 33
Chapter 3    Drawing in Space: Geometric Primitives and Buffers 73
Chapter 4    Geometric Transformations: The Pipeline 127
Chapter 5Â Â Â Â Color, Materials, and Lighting: The Basics 173
Chapter 6    More on Colors and Materials 229
Chapter 7Â Â Â Â Imaging with OpenGLÂ 251
Chapter 8    Texture Mapping: The Basics 303
Chapter 9    Texture Mapping: Beyond the Basics 341
Chapter 10  Curves and Surfaces 377
Chapter 11  It’s All About the Pipeline: Faster Geometry Throughput 421
Chapter 12  Interactive Graphics 457
Chapter 13Â Â Occlusion Queries: Why Do More Work Than You Need To? 481
Chapter 14  Depth Textures and Shadows 495
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Part II: The New Testament
Chapter 15  Programmable Pipeline: This Isn’t Your Father’s OpenGL 515
Chapter 16  Vertex Shading: Do-It-Yourself Transform, Lighting, and Texgen 547
Chapter 17  Fragment Shading: Empower Your Pixel Processing 567
Chapter 18  Advanced Buffers 601
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Part III: The Apocrypha
Chapter 19  Wiggle: OpenGL on Windows 641
Chapter 20Â Â OpenGL on Mac OS XÂ 685
Chapter 21  OpenGL on Linux 713
Chapter 22  OpenGL ES — OpenGL on the Small 735
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Appendix A   Further Reading/References 773
Appendix B   Glossary 777
Appendix C  API Reference 783
Index 1141
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Country | USA |
Brand | Addison Wesley |
Manufacturer | Addison-Wesley Professional |
Binding | Paperback |
UnitCount | 1 |
UPCs | 785342498820 |
EANs | 9780321498823 |
ReleaseDate | 0000-00-00 |