OpenGL® SuperBible, Sixth Edition, is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 4.3. The best all-around introdu"> OpenGL® SuperBible, Sixth Edition, is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 4.3. The best all-around introdu"> OpenGL® SuperBible, Sixth Edition, is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 4.3. The best all-around introdu">
OpenGL SuperBible: Comprehensive Tutorial and Reference cover image

OpenGL SuperBible: Comprehensive Tutorial and Reference

By Graham Sellers, Richard S. Wright, Nicholas Haemel
pdf
Format
2013
Year
English
Language
Addison-Wesley Professional
Publisher

Summary

<P style="MARGIN: 0px"> <B> <I> <B>OpenGL® SuperBible, Sixth Edition,</B> </I> </B> is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 4.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the newest API and indispensable related concepts. You’ll find up-to-date, hands-on guidance for all facets of modern OpenGL development on both desktop and mobile platforms, including transformations, texture mapping, shaders, buffers, geometry management, and much more.</P> <P style="MARGIN: 0px"> </P> <P style="MARGIN: 0px">Extensively revised, this edition presents many new OpenGL 4.3 features, including compute shaders, texture views, indirect draws, and enhanced API debugging. It has been reorganized to focus more tightly on the API, to cover the entire pipeline earlier, and to help you thoroughly understand the interactions between OpenGL and graphics hardware.</P> <P style="MARGIN: 0px"> </P> <P style="MARGIN: 0px">Coverage includes</P> <UL> <LI> <DIV style="MARGIN: 0px">A practical introduction to the essentials of realtime 3D graphics</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Core OpenGL 4.3 techniques for rendering, transformations, and texturing</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Foundational math for creating interesting 3D graphics with OpenGL</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Writing your own shaders, with examples to get you started</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Cross-platform OpenGL, including essential platform-specific API initialization material for Linux, OS X, and Windows</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Vertex processing, drawing commands, primitive processing, fragments, and framebuffers</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Using compute shaders to harness today’s graphics cards for more than graphics</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Monitoring and controlling the OpenGL graphics pipeline</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Advanced rendering: light simulation, artistic and non-photo-realistic rendering, and deferred shading</DIV> </LI> <LI> <DIV style="MARGIN: 0px">Modern OpenGL debugging and performance optimization</DIV> </LI> </UL> <P style="MARGIN: 0px"> <I>Bonus material and sample code are available from the companion Web site, </I> openglsuperbible.com.</P>

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