OpenGL Superbible: Comprehensive Tutorial and Reference,Used

OpenGL Superbible: Comprehensive Tutorial and Reference,Used

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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 2.1s powerful programmable pipeline, vertex and fragment shaders, and advanced buffers. They also present thorough, uptodate 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 Uptotheminute coverage of OpenGL on Windows Vista New material on floatingpoint color buffers and offscreen rendering Indepth introductions to 3D modeling and object composition Expert techniques for utilizing OpenGLs programmable shading language Thorough coverage of curves, surfaces, interactive graphics, textures, shadows, and much more A fully updated API reference, and an allnew section of fullcolor imagesYoull rely on this book constantlywhether youre 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 LibraryThe official knowledge resource for OpenGL developersThe 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.ContentsPreface xxviiAbout the Authors xxxvIntroduction 1Part 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 Its 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 495Part II

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