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OpenGL Programming Guide The Official Guide to Learning OpenGL, Version 4.3

ISBN: 9780321773036 | 0321773039
Edition: 8th
Format: Paperback
Publisher: Addison-Wesley Professional
Pub. Date: 3/20/2013

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SummaryTable of ContentsAuthor Biography
With the rapid growth of new platforms, OpenGL is enjoying a resurgence throughout the graphics industry. This "Red Book" is the essential, authoritative reference to the current OpenGL 4.1 and 4.0 standards for graphics programmers at all levels of experience, working in any OpenGL environment, using any OpenGL-compatible platform. This edition has been thoroughly rewritten to reflect OpenGL 4.1 and 4.0 core features. For the first time, it includes extensive coverage of shaders and the shading pipeline (tessellation shaders). Shaders are the ... MORE
Chapter 1: Introduction to OpenGL

Chapter 2: Shader Fundamentals

Chapter 3: Drawing with OpenGL

Chapter 4: Color

Chapter 5: Viewing, Transformations, and Clipping

Chapter 6: Texture Mapping

Chapter 7: Framebuffers

Chapter 8: Light, Shadow, and Atmospheric Effects

Chapter 9: Tessellation Shaders

Chapter 10: Geo... MORE

Chapter 11: Memory

Appendix A: Basics of GLUT: The OpenGL Utility Toolkit

Appendix B: OpenGL ES Compatibility

Appendix C: Built-in OpenGL Shading Language Variables and Functions

Appendix D: State Variables

Appendix E: Homogenous Coordinates and Transformation Matrices

Appendix F: OpenGL, Window Systems, and Language Bindings

Appendix G: Floating-Point Formats for Textures, Framebuffers, and Renderbuffers

Appendix H: Compressed Texture Formats

Appendix I: std140Uniform Buffer Layout

Dave Shreiner (Mountain View, CA) has contributed to the last six editions of The OpenGL Programming Guide , and has been active in OpenGL's development nearly since its inception.  He is the author of the first commercial OpenGL training course, and has presented courses on OpenGL programming world-wide for the last two decades.  He is currently Director of graphics and GPU computing at ARM, Inc. 

 

Graham Sellers (Oviedo, FL), co-author of the OpenGL SuperBible is Manager of OpenGL Software Development at AMD. He is the author of many OpenGL feature specifications, and has contributed to bring OpenGL ES to desktop computers.

 

John Kessenich (Fort Collins, CO), is the OpenGL Shading Language specification editor, and is currently a consultant at LunarG, Inc. building compiler technology for GLSL.  Previously, he helped develop OpenGL 2.0 and OpenGL ES 2.0 while at 3Dlabs, and continued working on OpenGL standards as a Principal Engineer at Intel. 

 

Bill Licea-Kane (Arlington, MA), co-author of the OpenGL Shading Language Guide , is a Principal Member of the Technical Staff at AMD, where he guides OpenGL architect. He also chairs the OpenGL Shading Language technical sub-group in the OpenGL ARB, and has also presented courses on OpenGL at SIGGRAPH and other conferences.

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