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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. 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
OpenGL® SuperBible: Comprehensive Tutorial and Reference, Fourth Edition
Addison-Wesley Professional
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