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OpenGL Superbible

by Benjamin Lipchak , Nicholas Haemel , Richard S. Wright

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šŸ“– The Scoop

OpenGL Ā® 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.

Coverage includes

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

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.

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.

Contents

Preface xxvii

About the Authors xxxv

Introduction 1

Part I: The Old Testament

Chapter 1 Introduction to 3D Graphics and OpenGL 9

Chapter 2 Using OpenGL 33

Chapter 3 Drawing in Space: Geometric Primitives and Buffers 73

Chapter 4 Geometric Transformations: The Pipeline 127

Chapter 5 Color, Materials, and Lighting: The Basics 173

Chapter 6 More on Colors and Materials 229

Chapter 7 Imaging with OpenGL 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 13 Occlusion Queries: Why Do More Work Than You Need To? 481

Chapter 14 Depth Textures and Shadows 495

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

Part III: The Apocrypha

Chapter 19 Wiggle: OpenGL on Windows 641

Chapter 20 OpenGL on Mac OS X 685

Chapter 21 OpenGL on Linux 713

Chapter 22 OpenGL ES OpenGL on the Small 735

Appendix A Further Reading/References 773

Appendix B Glossary 777

Appendix C API Reference 783

Index 1141

Genre: Computers / Software Development & Engineering / Computer Graphics (fancy, right?)

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