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OpenGL SuperBible : Comprehensive Tutorial and Reference

ISBN: 9780321498823 | 0321498828
Edition: 4th
Format: Paperback
Publisher: Addison-Wesley Professional
Pub. Date: 6/18/2007

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SummaryTable of ContentsAuthor Biography
"OpenGL" "(R) 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 2.1' s powerful programmable pipeline, vertex and fragment shaders, and advanced buffers. They also present thorough, up-to-date introductions to OpenGL implementations on multiple platforms, including Windows, Mac OS X, GNU/Linux, UNIX, and embedded systems. Coverage incl... MORE
Preface
About the Authorsp. xxvii
Introduction
The Old Testamentp. 1
p. 9
Using OpenGLp. 33
Drawing in Space: Geometric Primitives and Buffersp. 73
Geometric Transformations: The Pipelinep. 127
Color, Materials, and Lighting: The Basicsp. 173
More on Colors and Materialsp. 229
... MOREp. 251
Texture Mapping: The Basicsp. 303
Texture Mapping: Beyond the Basicsp. 341
Curves and Surfacesp. 377
It's All About the Pipeline: Faster Geometry Throughputp. 421
Interactive Graphicsp. 457
Occlusion Queries: Why Do More Work Than You Need To?p. 481
Depth Textures and Shadowsp. 495
The New Testament
Programmable Pipeline: This Isn't Your Father's OpenGLp. 515
Vertex Shading: Do-It-Yourself Transform, Lighting, and Texgenp. 547
Fragment Shading: Empower Your Pixel Processingp. 567
Advanced Buffersp. 601
The Apocrypha
Wiggle: OpenGL on Windowsp. 641
OpenGL on Mac OS Xp. 685
OpenGL on Linuxp. 713
OpenGL ES OpenGL on the Smallp. 735
Further Reading/Referencesp. 773
Glossaryp. 777
API Referencep. 783
Indexp. 1141
Table of Contents provided by Publisher. All Rights Reserved.

Richard S. Wright, Jr.has been using OpenGL for more than 12 years, since it first became available on the Windows platform, and teaches OpenGL programming in the game design degree program at Full Sail in Orlando, Florida. Currently, Richard is the president of Starstone Software Systems, Inc., where he develops third-party multimedia simulation software for the PC and Macintosh platforms using OpenGL.

Previously with Real 3D/Lockheed Martin, Richard was a regular OpenGL ARB attendee and contributed to the OpenGL 1.2 specification and conformance tests. Since then, Richard has worked in multidimensional database visualization, game development, medical diagnostic visualization, and astronomical space simulation.

Richard first learned to program in the eighth grade in 1978 on a paper terminal. At age 16, his parents let him buy a computer with his grass-cutting money instead of a car, and he sold his first computer program less than a year later (and it was a graphics program!). When he graduated from high school, his first job was teaching programming and computer literacy for a local consumer education company. He studied electrical engineering and computer science at the University of Louisville’s Speed Scientific School and made it half way through his senior year before his career got the best of him and took him to Florida. A native of Louisville, Kentucky, he now lives with his wife and three children in Lake Mary, Florida. When not programming or dodging hurricanes, Richard is an avid amateur astronomer and an Adult Sunday School teacher.

 

Benjamin Lipchak graduated from Worcester Polytechnic Institute with a double major in technical writing and computer science. “Why would anyone with a CS degree want to become a writer?” That was the question asked of him one fateful morning when Benj was interviewing for a tech writing job at Digital Equipment Corporation. Benj’s interview took longer than scheduled, and he left that day with job offer in hand to work on the software team responsible for DEC’s AlphaStation OpenGL drivers.

Benj’s participation in the OpenGL Architecture Review Board began when he chaired the working group that generated the GL_ARB_fragment_program extension spec. While chairing the Khronos OpenGL Ecosystem Technical SubGroup, he established the OpenGL SDK and created the OpenGL Pipeline newsletter, of which he remains editor.

Benj will now participate in the Khronos OpenGL ES Working Group. After 12 years of OpenGL driver development and driver team management at DEC, Compaq, and ATI, he is headed for smaller pastures. Benj recently became manager of AMD’s handheld software team. Although the API is familiar, the new challenges of size and power consumption make for a great change of scenery. In his fleeting spare time, Benj tries to get outdoors for some hiking or kayaking. He also operates an independent record label, Wachusett Records, specializing in solo piano music.

 

Nicholas Haemel, developer at AMD in the Graphics Products Group, was technical reviewer for OpenGL SuperBible, Third Edition, and contributed the chapters on GLX and OpenGL ES.

 

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