OpenGL SuperBible: Comprehensive Tutorial and Reference, Safari, 5th Edition

By Richard Wright, Nicholas Haemel, Graham M. Sellers, Benjamin Lipchak

Published by Addison-Wesley Professional

Published Date: Jul 21, 2010

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Description

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.X. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the API and essential associated programming concepts. Readers will find up-to-date, hands-on guidance on all facets of modern OpenGL development, including transformations, texture mapping, shaders, advanced buffers, geometry management, and much more.

 

Coverage includes:

 

·        A practical introduction to the essentials of real-time 3D graphics

·        Core OpenGL 3.X techniques for rendering, transformations, and texturing

·        Using both stock and custom shaders—and starting to write your own

·        Cross-platform OpenGL: Windows (including Windows 7), Mac OS X, GNU/Linux, UNIX, and embedded systems

·        OpenGL programming for iPhone, iPod touch, and iPad: step-by-step guidance and complete example programs

·        Advanced buffer techniques, including full-definition rendering with floating point buffers and textures

·        Fragment operations: controlling the end of the graphics pipeline

·        Advanced shader usage and geometry management

·        A fully updated API reference, now based on the official ARB (Core) OpenGL 3.2 manual pages

·        New bonus materials and sample code on a companion Web site

 

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.

Table of Contents

Preface to the Fifth Edition  xxi

Preface to the Fourth Edition  xxiii

Preface to the Third Edition  xxvi

Introduction  1

PART I Basic Concepts  7

1 Introduction to 3D Graphics and OpenGL  9

2 Getting Started  33

3 Basic Rendering  79

4 Basic Transformations: A Vector/Matrix Primer  125

5 Basic Texturing  179

6 Thinking Outside the Box: Nonstock Shaders  229

7 More Advanced Texture Topics  289

PART II Intermediate to Advanced Ideas  321

8 Buffer Objects: Storage Is Now in Your Hands  323

9 Advanced Buffers: Beyond the Basics  359

10 Fragment Operations: The End of the Pipeline  391

11 Advanced Shader Usage  411

12 Advanced Geometry Management  471

PART III Platform-Specific Notes  539

13 OpenGL on Windows  541

14 OpenGL on OS X  569

15 OpenGL on Linux  597

16 OpenGL ES on Mobile Devices  619

Appendix A Further Reading  653

Appendix B Glossary  655

Appendix C OpenGL Man Pages for (Core) OpenGL 3.3  661

Index  939

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ISBN-10: 0-13-216092-7

ISBN-13: 978-0-13-216092-6

Format: On-line Supplement

$59.99

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