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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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