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OpenGL SuperBible: Comprehensive Tutorial and Reference, 4th Edition
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Richard S. Wright, Benjamin Lipchak, Nicholas Haemel
Addison-Wesley, Paperback, 4th edition, Published June 2007, 1248 pages, ISBN 0321498828
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The Definitive Hands-On Introduction to OpenGL 2.1 Programming

OpenGL SuperBible has long been recognized as the field's #1 hands-on introduction to programming with OpenGL. Now, this comprehensive tutorial and reference has been systematically updated to reflect major enhancements in OpenGL 2.1.

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, 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 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 shader language

•  Thorough coverage of curves, surfaces, interactive graphics, textures, shadows, and much more

•  A fully updated API reference, and an all-new section of 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 Architecture Review Board (ARB), an industry consortium responsible for guiding the evolution of OpenGL and related technologies. The OpenGL ARB is composed of leaders in the computer graphics industry: 3DLabs, Apple, ATI, Dell, IBM, Intel, NVIDIA, SGI, and Sun Microsystems.

About the Web Site

Companion site contains sample code, plus additional bonus content.

 

Table of Contents

Introduction

Part I: The Old Testament

1          Introduction to 3D Graphics and OpenGL

2          Using OpenGL

3          Drawing in Space: Geometric Primitives and Buffers

4          Geometric Transformations: The Pipeline

5          Color, Materials, and Lighting: The Basics

6          More on Colors and Materials

7          Imaging with OpenGL

8          Texture Mapping: The Basics

9          Texture Mapping: Beyond the Basics

10         Curves and Surfaces

11         It's All About the Pipeline: Faster Geometry Throughput

12         Interactive Graphics

13         Occlusion Queries: Why Do More Work Than You Need To?

14         Depth Textures and Shadows

Part II: The New Testament

15         Programmable Pipeline: This Isn't Your Father's OpenGL

16         Vertex Shading: Do-It-Yourself Transform, Lighting, and Texgen

17         Fragment Shading: Empower Your Pixel Processing

18         Advanced Buffers

Part III: The Apocrypha

19         Wiggle: OpenGL on Windows

20         OpenGL on MacOS X

21         OpenGL on Linux

22         OpenGL ES -- OpenGL on the Small

Part IV: Appendixes

A          Further Reading/References

B          Glossary

C          API Reference

Index




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