OpenGL SuperBible

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The Barnes & Noble Review For years, thousands of OpenGL programmers have relied on the OpenGL SuperBible. If you want to leverage OpenGL 2.1's major improvements, you really need the Fourth Edition. It's a comprehensive tutorial, systematic API reference, and massive code library, all in one.

You'll start with the fundamental techniques every graphics programmer needs: transformations, lighting, texture mapping, and so forth. Then, building on those basics, you'll move towards newer capabilities, from advanced buffers to vertex shaders.

Of course, OpenGL's cross-platform availability remains one of its most compelling features. This book's extensive multiplatform coverage has been thoroughly rewritten, and now addresses everything from Windows Vista to OpenGL ES for handhelds. This is stuff you absolutely want the latest edition for.

A small but telling point: This book's recently been invited into Addison-Wesley's OpenGL Series, making it an "official" OpenGL book -- and making a powerful statement about its credibility. Bill Camarda, from the August 2007 href="http://www.barnesandnoble.com/newslet... Only

Author(s): Richard S. Wright Jr.; Benjamin Lipchak
Edition: 3
Year: 2004

Language: English

OpenGL Super Bible Third Edition
OpenGLĀ® SuperBible, Third Edition
Copyright
Trademarks
Warning and Disclaimer
Credits
Dedication
About the Authors
Acknowledgments
We Want to Hear from You!
Introduction
What's in This Book
Conventions Used in This Book
About the Companion CD
Part I: Classic OpenGL
Chapter 1. Introduction to 3D Graphics and OpenGL
Chapter 2. Using OpenGL
Chapter 3. Drawing in Space: Geometric Primitives and Buffers
Chapter 4. Geometric Transformations: The Pipeline
Chapter 5. Color, Materials, and Lighting: The Basics
Chapter 6. More on Colors and Materials
Chapter 7. Imaging with OpenGL
Chapter 8. Texture Mapping: The Basics
Chapter 9. Texture Mapping: Beyond the Basics
Chapter 10. Curves and Surfaces
Chapter 11. It's All About the Pipeline: Faster Geometry Throughput
Chapter 12. Interactive Graphics
Part II: OpenGL Everywhere
Chapter 13. Wiggle: OpenGL on Windows
Chapter 14. OpenGL on MacOS X
Chapter 15. GLX: OpenGL on Linux
Part III: OpenGL: The Next Generation
Chapter 16. Buffer Objects: It's Your Video Memory; You Manage It!
Chapter 17. Occlusion Queries: Why Do More Work Than You NeedTo?
Chapter 18. Depth Textures and Shadows
Chapter 19. Programmable Pipeline: This Isn't Your Father's OpenGL
Chapter 20. Low-Level Shading: Coding to the Metal
Chapter 21. High-Level Shading: The Real Slim Shader
Chapter 22. Vertex Shading: Do-It-Yourself Transform, Lighting, andTexgen
Chapter 23. Fragment Shading: Empower Your Pixel Processing
Appendix A. Further Reading
Appendix B. Glossary
Appendix C. OpenGL ES
CD-ROM
License Agreement