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OpenGL® SuperBible, Third Edition
book

OpenGL® SuperBible, Third Edition

by Richard S. Wright, Benjamin Lipchak
June 2004
Intermediate to advanced
1200 pages
24h 40m
English
Sams
Content preview from OpenGL® SuperBible, Third Edition

Chapter 22. Vertex Shading: Do-It-Yourself Transform, Lighting, and Texgen

by Benjamin Lipchak

WHAT YOU'LL LEARN IN THIS CHAPTER:

  • How to perform per-vertex lighting

  • How to generate texture coordinates

  • How to calculate per-vertex fog

  • How to calculate per-vertex point size

  • How to squash and stretch objects

  • How to make realistic skin with vertex blending

This chapter is devoted to the application of vertex shaders. We covered the basic mechanics of high-level and low-level vertex shaders in the preceding two chapters, but at some point you have to put the textbook down and start learning by doing. Here, we introduce a handful of shaders that perform various real-world tasks. You are encouraged to use these shaders as a starting point for your own experimentation. ...

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Publisher Resources

ISBN: 0672326019Purchase book