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OpenGL SuperBible: Comprehensive Tutorial and Reference, Seventh Edition
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OpenGL SuperBible: Comprehensive Tutorial and Reference, Seventh Edition

by Graham Sellers, Richard S. Wright Jr., Nicholas Haemel
July 2015
Intermediate to advanced
912 pages
25h 5m
English
Addison-Wesley Professional
Content preview from OpenGL SuperBible: Comprehensive Tutorial and Reference, Seventh Edition

Chapter 11. Advanced Data Management

What You’ll Learn in This Chapter

• How write data into buffers and textures directly from your shaders.

• How to get OpenGL to interpret data in a flexible manner.

• How to directly share data between the CPU and the GPU.

So far in this book you have learned how to use buffers and textures to store data that your program can use. Buffers and textures can be bound to the OpenGL pipeline for writing in the form of transform feedback or framebuffers. In this chapter, we’ll cover a few of the more advanced techniques involving data and data management. We’ll dive into texture views, which allow you to apply more than one interpretation to data. We’ll take a deeper look at texture compression and use a compute ...

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Publisher Resources

ISBN: 9780134193120Purchase book