OpenGL SuperBible : Comprehensive Tutorial and Reference. Questo articolo non è disponibile.
Wright, Richard S., Jr., Haemel, Nicholas, Sellers, Graham
Lingua: inglese
Editore: Pearson Education, Limited, 2013
- Brossura
- Usato

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Pages intact with minimal writing/highlighting. The binding may be loose and creased. Dust jackets/supplements are not included. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good.
Codice articolo 9204722-20
- Titolo
- OpenGL SuperBible : Comprehensive Tutorial and Reference
- Autore
- Wright, Richard S., Jr., Haemel, Nicholas, Sellers, Graham
- Editore
- Pearson Education, Limited
- Anno di pubblicazione
- 2013
- Condizione
- Good
- Rilegatura
- Brossura
- Lingua
- inglese
- ISBN 10
- 0321902947
- ISBN 13
- 9780321902948
- Peso dell'articolo
- 2,932 libbre
- Dimensioni
- N/A
OpenGL® SuperBible, Sixth Edition, is the definitive programmers guide, tutorial, and reference for the worlds 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. Youll 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
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A practical introduction to the essentials of realtime 3D graphics
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Core OpenGL 4.3 techniques for rendering, transformations, and texturing
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Foundational math for creating interesting 3D graphics with OpenGL
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Writing your own shaders, with examples to get you started
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Cross-platform OpenGL, including essential platform-specific API initialization material for Linux, OS X, and Windows
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Vertex processing, drawing commands, primitive processing, fragments, and framebuffers
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Using compute shaders to harness todays graphics cards for more than graphics
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Monitoring and controlling the OpenGL graphics pipeline
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Advanced rendering: light simulation, artistic and non-photo-realistic rendering, and deferred shading
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Modern OpenGL debugging and performance optimization
Bonus material and sample code are available from the companion Web site,openglsuperbible.com.
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Informazioni sull’autore
Graham Sellers is a senior manager and software architect on the OpenGL driver team at AMD. He represents AMD at the ARB and has contributed to many extensions and to the core OpenGL Specification. He holds several patents in the fields of computer graphics and image processing.
Richard S. Wright, Jr., senior software engineer for Software Bisque, develops multimedia astronomy and planetarium software using OpenGL. He has written many OpenGL-based games, scientific/medical applications, database visualization tools, and educational programs. He has taught OpenGL programming at Full Sail Universitys game design degree program for over a decade.
Nicholas Haemel, senior manager of Tegra OpenGL driver development at NVIDIA, leads a development team working on NVIDIA mobile graphics drivers, represents NVIDIA at the Khronos Group standards body, has authored many OpenGL extensions, and contributed to all OpenGL specifications since version 3.0.
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