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OpenGL SuperBible Comprehensive Tutorial and Reference

ISBN: 9780321902948 | 0321902947
Edition: 6th
Format: Paperback
Publisher: Addison-Wesley Professional
Pub. Date: 7/26/2013

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SummaryTable of ContentsAuthor Biography

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 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, advanced buffers, geometry management, and much more.

 

Extensively revised, this edition presents many new OpenGL 4.3 features, including compute shaders, texture views, indirect multi-draw, 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.

 

Coverage includes

  • A practical introduction to the essentials of real-time 3D graphics
  • Core OpenGL 4.3 techniques for rendering, transformations, and texturing
  • Foundational math for creating interesting 3D graphics with OpenGL
  • Writing your own shaders, with up-to-the-minute examples to get you started
  • Cross-platform OpenGL, including essential platform-specific API initialization material for Linux, OS X, and Windows
  • Vertex processing, drawing commands, primitive processing, fragments, and framebuffers
  • Using compute shaders to harness today’s graphics cards for more than graphics
  • Monitoring and controlling the OpenGL graphics pipeline
  • Advanced rendering: light simulation, artistic/non-photorealistic rendering, and deferred rendering
  • Modern OpenGL debugging and performance optimization

Up-to-date bonus materials and sample code will be available from a companion Web site.

1. Introduction
2. OpenGL
2.1. Introduction to OpenGL
2.2. Evolution of Graphics Hardware
2.3. Modern OpenGL
2.4. How to build samples
2.4.1. Windows with Visual Studio Express
2.4.2. On Mac with XCode
2.4.3. On Linux with ???
3. Graphics Hardware
3.1. Shader stages
3.1.1. Vertex Shaders
3.1.2. Fragment Shaders
3.1.3. Geometry Shaders
3.1.4. Tessellation Shaders - Control and Evaluation
3.1.5. OpenGL 4.3 Topic
3.2. The framebuffer
3.3. Vertex attributes
3.4. Uniforms
3.5. Buffers and data... MORE
Graham Sellers (Oviedo, FL), co-author of "OpenGL Programming Guide 8e," is a Senior Manager of Software Development and the architect for the OpenGL driver at AMD. He leads a team of OpenGL software developers working on AMDs OpenGL drivers, represents AMD at the ARB, has authored many OpenGL extensions, and contributed to all OpenGL specifications since version 3.2.

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