Book description
OpenGL is a powerful software interface used to produce high-quality, computer-generated images and interactive applications using 2D and 3D objects, bitmaps, and color images.
The OpenGL®Programming Guide, Seventh Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 2.1. This seventh edition of the best-selling “red book” describes the latest features of OpenGL Versions 3.0 and 3.1. You will find clear explanations of OpenGL functionality and many basic computer graphics techniques, such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism. In addition, this book provides in-depth coverage of advanced techniques, including texture mapping, antialiasing, fog and atmospheric effects, NURBS, image processing, and more. The text also explores other key topics such as enhancing performance, OpenGL extensions, and cross-platform techniques.
This seventh edition has been updated to include the newest features of OpenGL Versions 3.0 and 3.1, including
Using framebuffer objects for off-screen rendering and texture updates
Examples of the various new buffer object types, including uniform-buffer objects, transform feedback buffers, and vertex array objects
Using texture arrays to increase performance when using numerous textures
Efficient rendering using primitive restart and conditional rendering
Discussion of OpenGL’s deprecation mechanism and how to verify your programs for future versions of OpenGL
This edition continues the discussion of the OpenGL Shading Language (GLSL) and explains the mechanics of using this language to create complex graphics effects and boost the computational power of OpenGL. The 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 Khronos OpenGL ARB Working Group, an industry consortium responsible for guiding the evolution of OpenGL and related technologies.
Table of contents
- Title Page
- Copyright Page
- Table of Contents
- Figures
- Tables
- Examples
- About This Guide
- Acknowledgments
- Chapter 1. Introduction to OpenGL
- Chapter 2. State Management and Drawing Geometric Objects
- Chapter 3. Viewing
- Chapter 4. Color
- Chapter 5. Lighting
- Chapter 6. Blending, Antialiasing, Fog, and Polygon Offset
- Chapter 7. Display Lists
- Chapter 8. Drawing Pixels, Bitmaps, Fonts, and Images
- Chapter 9. Texture Mapping
- Chapter 10. The Framebuffer
- Chapter 11. Tessellators and Quadrics
- Chapter 12. Evaluators and NURBS
- Chapter 13. Selection and Feedback
- Chapter 14. Now That You Know
- Chapter 15. The OpenGL Shading Language
- Appendix A. Basics of GLUT: The OpenGL Utility Toolkit
- Appendix B. State Variables
- Appendix C. Homogeneous Coordinates and Transformation Matrices
- Appendix D. OpenGL and Window Systems
- Glossary
- Index
- Appendix E. Order of Operations
- Appendix F. Programming Tips
- Appendix G. OpenGL Invariance
- Appendix H. Calculating Normal Vectors
- Appendix I. Built-In OpenGL Shading Language Variables and Functions
- Appendix J. Floating-Point Formats for Textures, Framebuffers, and Renderbuffers
- Appendix K. RGTC Compressed Texture Format
- Appendix L. std140 Uniform Buffer Layout
Product information
- Title: OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1, Seventh Edition
- Author(s):
- Release date: July 2009
- Publisher(s): Addison-Wesley Professional
- ISBN: 9780321669292
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