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First, let me say that the reorganization of text and code embodied in the Sixth Edition of the OpenGL Superbible was a good move. Oh, I have a few gripes and grumbles relating to the reorganization (e.g., it seems like Chapter 5 will never end. Tutorial and Reference (7th Edition) OpenGL SuperBible: Comprehensive Tutorial and Reference. About the OpenGL SuperBible OpenGL® SuperBible, Seventh Edition, is the definitive programmer’s guide, tutorial, and reference for OpenGL 4.5, the world’s leading 3D API for real-time computer graphics. With OpenGL 4.5 we have several powerful improvements (against 4.3 that was covered in 6th edition of the book): immutable storage for buffers (textures had immutable storage already in the version 4.2), robustness, OpenGL ES compatibility, Direct State Access and some other extensions as well.
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OpenGL® SuperBible, Sixth Edition, is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 4.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the newest API and indispensable related concepts. You’ll find up-to-date, hands-on guidance for all facets of modern OpenGL development on both desktop and mobile platforms, including transformations, texture mapping, shaders, buffers, geometry management, and much more. Extensively revised, this edition presents many new OpenGL 4.3 features, including compute shaders, texture views, indirect draws, and enhanced API debugging. It has been reorganized to focus more tightly on the API, to cover the entire pipeline earlier, and to help you thoroughly understand the interactions between OpenGL and graphics hardware. Coverage includes
Bonus material and sample code are available from the companion Web site, openglsuperbible.com. Sample ContentTable of ContentsFigures xv Tables xxiii Listings xxv Foreword xxxiii Preface xxxv Acknowledgments xli About the Authors xlv Part I: Foundations 1 Chapter 1: Introduction 3 OpenGL and the Graphics Pipeline 4 The Origins and Evolution of OpenGL 6 Primitives, Pipelines, and Pixels 10 Summary 11 Chapter 2: Our First OpenGL Program 13 Creating a Simple Application 14 Using Shaders 16 Drawing Our First Triangle 24 Summary 25 Chapter 3: Following the Pipeline 27 Passing Data to the Vertex Shader 28 Passing Data from Stage to Stage 29 Tessellation 32 Geometry Shaders 36 Primitive Assembly, Clipping, and Rasterization 38 Fragment Shaders 42 Framebuffer Operations 45 Compute Shaders 47 Summary 48 Chapter 4: Math for 3D Graphics 49 Is This the Dreaded Math Chapter? 50 A Crash Course in 3D Graphics Math 51 Understanding Transformations 63 Interpolation, Lines, Curves, and Splines 82 Summary 90 Chapter 5: Data 91 Buffers 92 Uniforms 103 Shader Storage Blocks 126 Atomic Counters 133 Textures 137 Summary 185 Chapter 6: Shaders and Programs 187 Language Overview 188 Compiling, Linking, and Examining Programs 201 Summary 219 Part II: In Depth 221 Chapter 7: Vertex Processing and Drawing Commands 223 Vertex Processing 224 Drawing Commands 231 Storing Transformed Vertices 259 Clipping 276 Summary 282 Chapter 8: Primitive Processing 283 Tessellation 284 Geometry Shaders 310 Summary 340 Opengl Superbible PdfChapter 9: Fragment Processing and the Framebuffer 341 Fragment Shaders 342 Per-Fragment Tests 345 Color Output 357 Off-Screen Rendering 364 Antialiasing 384 Advanced Framebuffer Formats 399 Point Sprites 419 Getting at Your Image 428 Summary 435 Chapter 10: Compute Shaders 437 Using Compute Shaders 438 Examples 449 Summary 471 Chapter 11: Controlling and Monitoring the Pipeline 473 Queries 474 Synchronization in OpenGL 493 Summary 498 Part III: In Practice 501 Chapter 12: Rendering Techniques 503 Lighting Models 504 Non-Photo-Realistic Rendering 544 Alternative Rendering Methods 548 Summary 580 Chapter 13: Debugging and Performance Optimization 581 Debugging Your Applications 582 Performance Optimization 589 Summary 616 Chapter 14: Platform Specifics 617 Using Extensions in OpenGL 618 OpenGL on Windows 623 OpenGL on Mac OS X 647 Free xbox 360 games download full version usb. OpenGL on Linux 682 OpenGL on Mobile Platforms 705 Summary 744 Appendix A: Further Reading 747 Appendix B: The SBM File Format 751 Appendix C: The SuperBible Tools 759 Glossary 765 Index 773 More InformationOpengl Superbible 6th Edition Pdf DownloadOther Things You Might LikeOpengl Superbible Github
Opengl Superbible 6th Edition Pdf Free DownloadProduk deskription:OpenGL® SuperBible, Seventh Edition, is the definitive programmer’s guide, tutorial, and reference for OpenGL 4.5, the world’s leading 3D API for real-time computer graphics. The best introduction for any developer, it clearly explains OpenGL’s newest APIs; key extensions; shaders; and essential, related concepts. You’ll find up-to-date, hands-on guidance for all facets of modern OpenGL development—both desktop and mobile. The authors explain what OpenGL does, how it connects to the graphics pipeline, and how it manages huge datasets to deliver compelling experiences. Step by step, they present increasingly sophisticated techniques, illuminating key concepts with worked examples. They introduce OpenGL on several popular platforms, and offer up-to-date best practices and performance advice. This revised and updated edition introduces many new OpenGL 4.5 features, including important ARB and KHR extensions that are now part of the standard. It thoroughly covers the latest Approaching Zero Driver Overhead (AZDO) performance features, and demonstrates key enhancements with new example applications. Coverage includes
Bonus material and sample code are available at openglsuperbible.com. Opengl 4.6 DownloadApa 6th Edition FormatFeatures:Opengl Superbible 6th Edition Download Free
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