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OpenGL superbible : comprehensive tutorial and reference

Author: Richard S Wright, Jr.; Benjamin Lipchak; Nicholas Haemel
Publisher: Upper Saddle River, N.J. : Addison-Wesley, 2007.
Edition/Format:   eBook : Document : English : 4th edView all editions and formats
Summary:
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  Read more...
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Genre/Form: Electronic book
Additional Physical Format: Print version:
Wright, Richard S., 1965-
OpenGL superbible.
Upper Saddle River, NJ : Addison-Wesley, ©2007
(DLC) 2007012602
(OCoLC)105460451
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Richard S Wright, Jr.; Benjamin Lipchak; Nicholas Haemel
ISBN: 9780321498823 0321498828
OCLC Number: 154684667
Reproduction Notes: Electronic reproduction. [S.l.] : HathiTrust Digital Library, 2010. MiAaHDL
Description: 1 online resource
Details: Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002.
Contents: Preface xxviiAbout the Authors xxxvIntroduction 1 Part I: The Old TestamentChapter 1 Introduction to 3D Graphics and OpenGL 9Chapter 2 Using OpenGL 33Chapter 3 Drawing in Space: Geometric Primitives and Buffers 73Chapter 4 Geometric Transformations: The Pipeline 127Chapter 5 Color, Materials, and Lighting: The Basics 173Chapter 6 More on Colors and Materials 229Chapter 7 Imaging with OpenGL 251Chapter 8 Texture Mapping: The Basics 303Chapter 9 Texture Mapping: Beyond the Basics 341Chapter 10 Curves and Surfaces 377Chapter 11 It's All About the Pipeline: Faster Geometry Throughput 421Chapter 12 Interactive Graphics 457Chapter 13 Occlusion Queries: Why Do More Work Than You Need To? 481Chapter 14 Depth Textures and Shadows 495 Part II: The New TestamentChapter 15 Programmable Pipeline: This Isn't Your Father's OpenGL 515Chapter 16 Vertex Shading: Do-It-Yourself Transform, Lighting, and Texgen 547Chapter 17 Fragment Shading: Empower Your Pixel Processing 567Chapter 18 Advanced Buffers 601 Part III: The ApocryphaChapter 19 Wiggle: OpenGL on Windows 641Chapter 20 OpenGL on Mac OS X 685Chapter 21 OpenGL on Linux 713Chapter 22 OpenGL ES - OpenGL on the Small 735 Appendix A Further Reading/References 773Appendix B Glossary 777Appendix C API Reference 783Index 1141
Responsibility: Richard S. Wright, Jr., Benjamin Lipshak, Nicholas Haemel.

Abstract:

OpenGL is the leading 3D API for real-time computer graphics. It is the foundation of on-screen special effects for computer games, flight simulators, cell phone games and business graphics. This is  Read more...

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