By Graham Sellers, Richard S, Jr. Wright, Nicholas Haemel
OpenGL® SuperBible, 5th version is the definitive programmer’s advisor, instructional, and reference for the world’s top 3D API for real-time special effects, OpenGL 3.3. the simplest all-around creation to OpenGL for builders in any respect degrees of expertise, it essentially explains either the API and crucial linked programming ideas. Readers will locate updated, hands-on advice on all elements of recent OpenGL improvement, together with changes, texture mapping, shaders, complex buffers, geometry administration, and masses extra. absolutely revised to mirror ARB’s most recent authentic specification (3.3), this version additionally features a new start-to-finish educational on OpenGL for the iPhone, iPod contact, and iPad.
• a realistic advent to the necessities of real-time 3D graphics
• middle OpenGL 3.3 suggestions for rendering, variations, and texturing
• Writing your individual shaders, with examples to get you started
• Cross-platform OpenGL: home windows (including home windows 7), Mac OS X, GNU/Linux, UNIX, and embedded systems
• OpenGL programming for iPhone, iPod contact, and iPad: step by step suggestions and entire instance programs
• complicated buffer concepts, together with full-definition rendering with floating aspect buffers and textures
• Fragment operations: controlling the tip of the photos pipeline
• complicated shader utilization and geometry management
• an absolutely up-to-date API reference, now in line with the reliable ARB (Core) OpenGL 3.3 handbook pages
• New bonus fabrics and pattern code on a significant other site, www.starstonesoftware.com/OpenGL
Part of the OpenGL Technical Library–The reliable wisdom source for OpenGL developers
The OpenGL Technical Library presents instructional and reference books for OpenGL. The Library permits programmers to achieve a pragmatic figuring out of OpenGL and exhibits them how you can release its complete capability. initially built by means of SGI, the Library maintains to adapt lower than the auspices of the OpenGL structure assessment Board (ARB) guidance workforce (now a part of the Khronos Group), an consortium accountable for guiding the evolution of OpenGL and similar technologies.
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Additional resources for OpenGL SuperBible: Comprehensive Tutorial and Reference
This book is both a comprehensive reference and a tutorial that teaches you how to use this powerful API to create stunning 3D visualizations, games, and other graphics of all kinds. Starting with basic 3D terminology and concepts, we take you through basic primitive assembly, transformations, lighting, and texturing, and eventually bring you into the full power of the programmable graphics pipeline with the OpenGL Shading Language. Regardless of whether you are programming on Windows, Mac OS X, Linux, or a handheld gaming device, this book is a great place to start learning OpenGL and how to make the most of it on your specific platform.
Once you have a good working knowledge of how to make best use of all those great shaders, you are going to want to write some of your own. com CHAPTER 1 Introduction to 3D Graphics and OpenGL by Richard S. Wright, Jr. WHAT YOU’LL LEARN IN THIS CHAPTER: • A brief overview of the history of computer graphics • How we make 3D graphics on a 2D screen • About the basic 3D effects and terminology • How a 3D coordinate system and the viewport works • What vertices are and how we use them • About the different kinds of 3D projections This book is about OpenGL, a programming interface for creating real-time 3D graphics.
When not working on accelerating the future of graphics hardware, Nick enjoys the outdoors as a competitive sailor, mountaineer, ex-downhill ski racer, road biker, and photographer. Graham Sellers is a classic geek. His family got their first computer (a BBC Model B) right before his sixth birthday. After his mum and dad stayed up all night programming it to play “Happy Birthday,” he was hooked and determined to figure out how it worked. Next came basic programming and then assembly language. His first real exposure to graphics was via “demos” in the early nineties, and then through Glide, and finally OpenGL in the late nineties.