• OpenGL SuperBible: Comprehensive Tutorial and Reference See large image

    OpenGL SuperBible: Comprehensive Tutorial and Reference (Paperback) By (author) Richard S. Wright, By (author) Nicholas Haemel, By (author) Graham M. Sellers, By (author) Benjamin Lipchak

    $41.66 - Save $21.57 34% off - RRP $63.23 Free delivery worldwide Available
    Dispatched in 3 business days
    When will my order arrive?
    Add to basket | Add to wishlist |

    DescriptionOpenGL(R) SuperBible, Fifth Edition is the definitive programmer's guide, tutorial, and reference for the world's leading 3D API for real-time computer graphics, OpenGL 3.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the API and essential associated programming concepts. Readers will find up-to-date, hands-on guidance on all facets of modern OpenGL development, including transformations, texture mapping, shaders, advanced buffers, geometry management, and much more. Fully revised to reflect ARB's latest official specification (3.3), this edition also contains a new start-to-finish tutorial on OpenGL for the iPhone, iPod touch, and iPad. Coverage includes * A practical introduction to the essentials of real-time 3D graphics * Core OpenGL 3.3 techniques for rendering, transformations, and texturing * Writing your own shaders, with examples to get you started * Cross-platform OpenGL: Windows (including Windows 7), Mac OS X, GNU/Linux, UNIX, and embedded systems * OpenGL programming for iPhone, iPod touch, and iPad: step-by-step guidance and complete example programs * Advanced buffer techniques, including full-definition rendering with floating point buffers and textures * Fragment operations: controlling the end of the graphics pipeline * Advanced shader usage and geometry management * A fully updated API reference, now based on the official ARB (Core) OpenGL 3. 3 manual pages * New bonus materials and sample code on a companion Web site, www.starstonesoftware.com/OpenGL Part of the OpenGL Technical Library-The official knowledge resource for OpenGL developers 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 OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies.


Other books

Other people who viewed this bought | Other books in this category
Showing items 1 to 10 of 10

 

Reviews | Bibliographic data
  • Full bibliographic data for OpenGL SuperBible

    Title
    OpenGL SuperBible
    Subtitle
    Comprehensive Tutorial and Reference
    Authors and contributors
    By (author) Richard S. Wright, By (author) Nicholas Haemel, By (author) Graham M. Sellers, By (author) Benjamin Lipchak
    Physical properties
    Format: Paperback
    Number of pages: 1008
    Width: 186 mm
    Height: 228 mm
    Thickness: 56 mm
    Weight: 1,642 g
    Language
    English
    ISBN
    ISBN 13: 9780321712615
    ISBN 10: 0321712617
    Classifications

    BIC E4L: COM
    Nielsen BookScan Product Class 3: S10.2
    B&T Book Type: NF
    B&T Modifier: Region of Publication: 01
    B&T Modifier: Academic Level: 05
    B&T Modifier: Subject Development: 06
    Warengruppen-Systematik des deutschen Buchhandels: 16320
    Ingram Subject Code: T2
    B&T General Subject: 229
    B&T Modifier: Text Format: 01
    LC subject heading: ,
    B&T Merchandise Category: COM
    BISAC V2.8: COM012000
    BIC subject category V2: UGN
    BISAC V2.8: COM051000
    B&T Approval Code: A93630000
    DC22: 006.686
    BISAC V2.8: COM071000
    DC22: 006.6/6, 006.66
    B&T Approval Code: A93632000
    Libri: OPEN7500
    LC classification: T385 .W728 2011
    Edition
    5, Revised
    Edition statement
    5th Revised edition
    Illustrations note
    Illustrations (some col.)
    Publisher
    Pearson Education (US)
    Imprint name
    Addison-Wesley Educational Publishers Inc
    Publication date
    23 July 2010
    Publication City/Country
    New Jersey
    Author Information
    Richard S. Wright, Jr., is a Senior Software Engineer for Software Bisque, where he develops multimedia astronomy and planetarium software using OpenGL. A former Real 3D representative to the OpenGL ARB, he has written many OpenGL-based games, scientific and medical applications, database visualization tools, and educational programs. Nicholas Haemel has led 3D graphics hardware/software architecture design and development for eight years at ATI and AMD, and contributed to OpenGL standards 3.0, 3.1, 3.2, and 3.3. Graham Sellers is a manager in the OpenGL group at AMD and leads a team of OpenGL software developers working on AMD's OpenGL drivers. He represents AMD at the ARB, has authored many OpenGL extensions, and contributed to the OpenGL 3.2, 3.3, and 4.0 specifications. Benjamin Lipchak, Software Engineering Manager at Apple, leads a team working on graphics developer technologies and benchmarks, and is responsible for OpenGL ES conformance of iPhone and iPod touch. He formerly managed an OpenGL ES driver team at AMD and led the Khronos OpenGL ecosystem group, where he established the OpenGL SDK and OpenGL Pipeline newsletter.
    Back cover copy
    "OpenGL(R) SuperBible, Fifth Edition "is the definitive programmer's guide, tutorial, and reference for the world's leading 3D API for real-time computer graphics, OpenGL 3.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the API and essential associated programming concepts. Readers will find up-to-date, hands-on guidance on all facets of modern OpenGL development, including transformations, texture mapping, shaders, advanced buffers, geometry management, and much more. Fully revised to reflect ARB's latest official specification (3.3), this edition also contains a new start-to-finish tutorial on OpenGL for the iPhone, iPod touch, and iPad. Coverage includes- A practical introduction to the essentials of real-time 3D graphics- Core OpenGL 3.3 techniques for rendering, transformations, and texturing- Writing your own shaders, with examples to get you started- Cross-platform OpenGL: Windows (including Windows 7), Mac OS X, GNU/Linux, UNIX, and embedded systems- OpenGL programming for iPhone, iPod touch, and iPad: step-by-step guidance and complete example programs- Advanced buffer techniques, including full-definition rendering with floating point buffers and textures- Fragment operations: controlling the end of the graphics pipeline- Advanced shader usage and geometry management- A fully updated API reference, now based on the official ARB (Core) OpenGL 3.3 manual pages- New bonus materials and sample code on a companion Web site, www.starstonesoftware.com/OpenGL" ""Part of the OpenGL Technical Library-The official knowledge resource for OpenGL developers"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 OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies.
    Table of contents
    Preface to the Fifth Edition xxi Preface to the Fourth Edition xxiii Preface to the Third Edition xxvi Introduction 1 PART I Basic Concepts 7 1 Introduction to 3D Graphics and OpenGL 9 2 Getting Started 33 3 Basic Rendering 79 4 Basic Transformations: A Vector/Matrix Primer 125 5 Basic Texturing 179 6 Thinking Outside the Box: Nonstock Shaders 229 7 More Advanced Texture Topics 289 PART II Intermediate to Advanced Ideas 321 8 Buffer Objects: Storage Is Now in Your Hands 323 9 Advanced Buffers: Beyond the Basics 359 10 Fragment Operations: The End of the Pipeline 391 11 Advanced Shader Usage 411 12 Advanced Geometry Management 471 PART III Platform-Specific Notes 539 13 OpenGL on Windows 541 14 OpenGL on OS X 569 15 OpenGL on Linux 597 16 OpenGL ES on Mobile Devices 619 Appendix A Further Reading 653 Appendix B Glossary 655 Appendix C OpenGL Man Pages for (Core) OpenGL 3.3 661 Index 939