OpenGL superbible : comprehensive tutorial and reference

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 esse...

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Detalles Bibliográficos
Otros Autores: Haemel, Nicholas, author (author), Wright, Richard S. Contributor (contributor)
Formato: Libro electrónico
Idioma:Inglés
Publicado: [Place of publication not identified] Addison Wesley 2011
Edición:5th ed
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629243806719
Tabla de Contenidos:
  • Cover
  • Contents
  • Preface to the Fifth Edition
  • Preface to the Fourth Edition
  • Preface to the Third Edition
  • Introduction
  • What's New in This Edition
  • How This Book Is Organized
  • Part I: Basic Concepts
  • Part II: Intermediate to Advanced Ideas
  • Part III: Platform-Specific Notes
  • Conventions Used in This Book
  • About the Companion Web Site
  • PART I: Basic Concepts
  • 1 Introduction to 3D Graphics and OpenGL
  • A Brief History of Computer Graphics
  • 3D Graphics Techniques and Terminology
  • Common Uses for 3D Graphics
  • Basic 3D Programming Principles
  • Summary
  • 2 Getting Started
  • 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
  • Is This the Dreaded Math Chapter?
  • 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
  • 7 More Advanced Texture Topics
  • 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
  • 9 Advanced Buffers: Beyond the Basics
  • 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
  • Scissoring-Cutting Your Geometry Down To Size
  • Multisampling
  • Stencil Operations
  • Depth Testing
  • 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
  • 14 OpenGL on OS X
  • The Four Faces of OpenGL on the Mac
  • OpenGL with Cocoa
  • Full-Screen Rendering
  • CGL
  • Summary
  • 15 OpenGL on Linux
  • The Basics
  • Getting Started
  • GLX-Interfacing with X Windows
  • Summary
  • 16 OpenGL ES on Mobile Devices
  • 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
  • Appendix A: Further Reading
  • Other Good OpenGL Books
  • 3D Graphics Books
  • Web Sites
  • Appendix B: Glossary
  • A
  • B
  • C
  • D
  • E
  • G
  • I
  • K
  • L
  • M
  • N
  • O
  • P
  • Q
  • R
  • S
  • T.
  • V
  • W
  • Appendix C: OpenGL Man Pages for (Core) OpenGL 3.3
  • Index.