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...
Otros Autores: | , |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
[Place of publication not identified]
Addison Wesley
2011
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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.