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OpenGL SuperBible: Comprehensive Tutorial and Reference
 
 

OpenGL SuperBible: Comprehensive Tutorial and Reference (Paperback)

by Richard S. Wright Jr. (Author), Benjamin Lipchak (Author), Nicholas Haemel (Author)
4.7 out of 5 stars  See all reviews (3 customer reviews)
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Product details

  • Paperback: 1248 pages
  • Publisher: Addison Wesley; 4 edition (28 Jun 2007)
  • Language English
  • ISBN-10: 0321498828
  • ISBN-13: 978-0321498823
  • Product Dimensions: 22.9 x 18.3 x 5.8 cm
  • Average Customer Review: 4.7 out of 5 stars  See all reviews (3 customer reviews)
  • Amazon.co.uk Sales Rank: 11,115 in Books (See Bestsellers in Books)

    Popular in these categories:

    #1 in  Books > Computing & Internet > Programming > Graphics & Multimedia > OpenGL
    #2 in  Books > Computing & Internet > Programming > Games
    #4 in  Books > Computing & Internet > PC & Video Games > Programming
  • See Complete Table of Contents

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Product Description

Product Description

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

 



From the Back Cover

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

 


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4.7 out of 5 stars (3 customer reviews)
 
 
 
 
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1 of 1 people found the following review helpful:
5.0 out of 5 stars brilliant reference, 26 Mar 2009
By Scott Dunbar (Scotland) - See all my reviews
(REAL NAME)   
This book is an essential when it comes to OpenGL graphics programming. it is easy to follow if your a beginner and in-depth enough for the pro's. highly recommended.
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5.0 out of 5 stars Great book, 15 Jul 2009
By Ottun Adeshina Raymond "Ray" (Helsinki, FInland) - See all my reviews
(REAL NAME)   
This is the book any serious graphics programmer or any one looking into cross platform game /graphics programming should be reading!
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4.0 out of 5 stars Musthave for serious graphics programmer, 21 Nov 2008
By Igor Makaruks "montonero" (London, UK) - See all my reviews
(REAL NAME)   
If you are serious about programming graphics, then this is must-have. I don't think this book needs any recommendations, to be honest.
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