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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 (OpenGL)

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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 (OpenGL) Cover

 

Synopses & Reviews

Publisher Comments:

   OpenGL is a powerful software library that uses programmable shaders, texture maps, and advanced geometric techniques to manipulate and color 2D and 3D objects to produce high-quality, computer-generated images and compelling interactive applications.

 

   The OpenGL Programming Guide, Eighth Edition, provides a comprehensive overview of the OpenGL application programming interface (API) and its associated language for programmable shaders, the OpenGL Shading Language (GLSL).  This edition, completely rewritten to explain the most recent techniques in OpenGL programming, combines the API coverage of previous editions of the best-selling "red book", and the programmable shading elements of the "orange book" into a single updated reference.

 

   In this edition, you'll find simple explanations of the OpenGL shading pipeline, guiding the beginner programmer through creating their first OpenGL applications by writing and compiling shaders; specifying and rendering 3D objects; interactively viewing objects from different perspective vantage points; employing lighting, texture maps, and other shading techniques to create compelling visual effects.  For the more experienced OpenGL programmer, this book explores all of the shading capabilities available in GLSL and OpenGL's shading stages, including geometry and tessellation shaders, demonstrating common advanced techniques.

 

   This eighth edition contains over 75% new material describing the latest features of OpenGL through just released Version 4.3, including: 

•    initializing all of the geometry-processing shader stages: vertex, geometry, and tessellation shaders; and a through discussion of shading using fragment shaders

•    a through coverage of the OpenGL shading language and its features

•    advanced discussions of rendering techniques including instanced rendering, and transform feedback

•    intense rendering techniques that include bump mapping for visual effects, and vertex texture mapping for displacement mapping

 

   The OpenGL Technical Library, which includes The OpenGL Programming Guide, Eighth Edition, provides tutorial and reference books for OpenGL.  The Library enables programmers to gain a practical understanding of OpenGL, and helps them unlock its full potential.  The OpenGL Technical Library, like OpenGL itself, continues to evolve under the influences of the OpenGL ARB Working Group, which is part of the industry consortium Khronos Group.

 

Synopsis:

Includes Complete Coverage of the OpenGL® Shading Language!

 

Today’s OpenGL software interface enables programmers to produce extraordinarily high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and programmable shaders.

 

OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 4.3, Eighth Edition, has been almost completely rewritten and provides definitive, comprehensive information on OpenGL and the OpenGL Shading Language. This edition of the best-selling “Red Book” describes the features through OpenGL version 4.3. It also includes updated information and techniques formerly covered in OpenGL® Shading Language (the “Orange Book”).

 

For the first time, this guide completely integrates shader techniques, alongside classic, functioncentric techniques. Extensive new text and code are presented, demonstrating the latest in OpenGL programming techniques.

 

OpenGL® Programming Guide, Eighth Edition, provides clear explanations of OpenGL functionality and techniques, including processing geometric objects with vertex, tessellation, and geometry shaders using geometric transformations and viewing matrices; working with pixels and texture maps through fragment shaders; and advanced data techniques using framebuffer objects and compute shaders.

 

New OpenGL features covered in this edition include

  • Best practices and sample code for taking full advantage of shaders and the entire shading pipeline (including geometry and tessellation shaders)
  • Integration of general computation into the rendering pipeline via compute shaders
  • Techniques for binding multiple shader programs at once during application execution
  • Latest GLSL features for doing advanced shading techniques
  • Additional new techniques for optimizing graphics program performance

About the Author

Dave Shreiner has served as technical lead of the OpenGL driver team; he is the author of the first commercial OpenGL training course; and he is the author of many OpenGL developer documents. He has chaired the SIGGRAPH Conference Courses program, and is series editor for Addison-Wesley's OpenGL series. Bill Licea-Kane (Arlington, MA), Principal Member Technical Staff at AMD, has chaired the ARB OpenGL Shading Language workgroup since its inception. Graham Sellers (Oviedo, FL), co-author of OpenGL SuperBible is Manager of Software Development, OpenGL at AMD. The authors are members of The Khronos OpenGL ARB Working Group.

Table of Contents

1. An Introduction to OpenGL

2. An Introduction to Shaders

3. Drawing with OpenGL

4. Color and Texture

5. Viewing, Transformations, and Clipping

6. Framebuffers

7. Light and Shadow

8. Curves, Surfaces and Geometry

Appendix A. Basics of GLUT: The OpenGL Utility Toolkit

Appendix B. OpenGL and Windowing Systems

Appendix C. OpenGL and Other Programming Languages

Appendix D. Homogenous Coordinates and Transformation Reference

Appendix E. GLSL Function and Variable Reference

Appendix F. State Variables

Appendix G. std140 Uniform Buffer Layout

Appendix H. Floating-Point Formats for Textures, Framebuffers and Renderbuffers

Appendix I. Texture Compression Formats

 

Product Details

ISBN:
9780321773036
Author:
Shreiner, Dave
Publisher:
Addison-Wesley Professional
Author:
Licea-Kane, Bill
Author:
Licea-Kane, Bill M.
Author:
Sellers, Graham
Author:
Kessenich, John M.
Author:
The Khronos Opengl Arb Working Group
Author:
Kessenich, John
Subject:
Graphics-General
Subject:
Computer Graphics - General
Subject:
OpenGL 4.3; OpenGL Shading Language; Red Book; Orange Book
Edition Description:
Trade paper
Series:
OpenGL
Publication Date:
20130331
Binding:
TRADE PAPER
Language:
English
Pages:
984
Dimensions:
9.1 x 7 x 2.1 in 1506 gr

Related Subjects

Computers and Internet » Computer Languages » The Attic
Computers and Internet » Graphics » Digital Media » Video and Animation
Computers and Internet » Graphics » General
Computers and Internet » Graphics » Programming
Computers and Internet » Multimedia » General
Computers and Internet » Networking » General
Computers and Internet » Software Engineering » Programming and Languages

OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 (OpenGL) New Trade Paper
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$56.95 In Stock
Product details 984 pages Addison-Wesley Professional - English 9780321773036 Reviews:
"Synopsis" by ,

Includes Complete Coverage of the OpenGL® Shading Language!

 

Today’s OpenGL software interface enables programmers to produce extraordinarily high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and programmable shaders.

 

OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 4.3, Eighth Edition, has been almost completely rewritten and provides definitive, comprehensive information on OpenGL and the OpenGL Shading Language. This edition of the best-selling “Red Book” describes the features through OpenGL version 4.3. It also includes updated information and techniques formerly covered in OpenGL® Shading Language (the “Orange Book”).

 

For the first time, this guide completely integrates shader techniques, alongside classic, functioncentric techniques. Extensive new text and code are presented, demonstrating the latest in OpenGL programming techniques.

 

OpenGL® Programming Guide, Eighth Edition, provides clear explanations of OpenGL functionality and techniques, including processing geometric objects with vertex, tessellation, and geometry shaders using geometric transformations and viewing matrices; working with pixels and texture maps through fragment shaders; and advanced data techniques using framebuffer objects and compute shaders.

 

New OpenGL features covered in this edition include

  • Best practices and sample code for taking full advantage of shaders and the entire shading pipeline (including geometry and tessellation shaders)
  • Integration of general computation into the rendering pipeline via compute shaders
  • Techniques for binding multiple shader programs at once during application execution
  • Latest GLSL features for doing advanced shading techniques
  • Additional new techniques for optimizing graphics program performance
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