OpenGL SuperBible Comprehensive Tutorial and Reference 5th Edition by Richard Wright, Nicholas Haemel, Graham Sellers, Benjamin Lipchak – Ebook PDF Instant Download/Delivery: 0321712617, 9780321712615
Full download OpenGL SuperBible Comprehensive Tutorial and Reference 5th Edition after payment
Product details:
ISBN 10: 0321712617
ISBN 13: 9780321712615
Author: Richard S. Wright, Nicholas Haemel, Graham Sellers, Benjamin Lipchak
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.
OpenGL SuperBible Comprehensive Tutorial and Reference 5th Table of contents:
PART I: Basic Concepts
A Brief History of Computer Graphics
3D Graphics Techniques and Terminology
Common Uses for 3D Graphics
Basic 3D Programming Principles
Summary
What Is OpenGL?
Using OpenGL
Setting Up Windows Projects
Setting Up Mac OS X Projects
Your First Triangle
Putting a Little Life into It!
Summary
3 Basic Rendering
The Basic Graphics Pipeline
Setting Up Your Coordinate System
Using the Stock Shaders
Connecting The Dots
Blending
Summary
4 Basic Transformations: A Vector/Matrix Primer
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
Summary
5 Basic Texturing
Raw Image Data
Loading Textures
Texture Application
Mipmapping
Anisotropic Filtering
Texture Compression
Summary
6 Thinking Outside the Box, Nonstock Shaders
GLSL 101
Shader Uniforms
Built-In Functions
Simulating Light
Accessing Textures
Summary
Rectangle Textures
Cube Maps
Multitexture
Point Sprites
Texture Arrays
Texture Proxies
Summary
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
Summary
Getting at Your Data
Controlling the Destiny of Your Pixel Shaders; Mapping Fragment Outputs
New Formats for a New Hardware Generation
Summary
10 Fragment Operations: The End of the Pipeline
Multisampling
Stencil Operations
Blending Everything Together
Dithering
Logic Ops
Masking Output
Summary
11 Advanced Shader Usage
Advanced Vertex Shaders
Geometry Shaders
Advanced Fragment Shaders
More Advanced Shader Functions
Uniform Buffer Objects
Summary
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
Summary
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
Summary
The Four Faces of OpenGL on the Mac
OpenGL with Cocoa
Full-Screen Rendering
CGL
Summary
The Basics
Getting Started
GLX—Interfacing with X Windows
Summary
OpenGL on a Diet
Which Version Is Right for You?
The ES Environment
EGL: A New Windowing Environment
Negotiating Embedded Environments
Apple Handheld Platforms
Summary
3D Graphics Books
Web Sites
People also search for OpenGL SuperBible Comprehensive Tutorial and Reference 5th:
opengl features
opengl explained
opengl superbible github
opengl superbible
Tags: Richard Wright, Nicholas Haemel, Graham Sellers, Benjamin Lipchak, SuperBible