OPENGL PROGRAMMIERHANDBUCH: DER OFFIZIELLE LEITFADEN ZUM LERNEN von Opengl Architecture-

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OPENGL PROGRAMMING GUIDE: THE OFFICIAL GUIDE TO LEARNING By Opengl Architecture
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ISBN-10
0321335732
Book Title
OpenGL Programming Guide: The Official Guide to Learning OpenGL,
ISBN
9780321335739
Kategorie

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Product Identifiers

Publisher
Addison Wesley Professional
ISBN-10
0321335732
ISBN-13
9780321335739
eBay Product ID (ePID)
45881129

Product Key Features

Number of Pages
896 Pages
Publication Name
Opengl Programming Guide : the Official Guide to Learning Opengl, Version 2
Language
English
Publication Year
2005
Subject
Programming / Games, Computer Graphics, Digital Media / Video & Animation
Features
Revised
Type
Textbook
Subject Area
Computers
Author
Tom Davis, Opengl Architecture Review Board Staff, Jackie Neider, Dave Shreiner, Mason Woo
Series
Opengl Ser.
Format
Perfect

Dimensions

Item Height
1.7 in
Item Weight
45.7 Oz
Item Length
9.1 in
Item Width
7 in

Additional Product Features

Edition Number
5
Intended Audience
Trade
LCCN
2005-014386
Dewey Edition
22
Number of Volumes
2 vols.
Illustrated
Yes
Dewey Decimal
006.66
Table Of Content
Figures xxi Tables xxv Examples xxix About This Guide xxxv Acknowledgments xliii 1. Introduction to OpenGL 1 What Is OpenGL? 2 A Smidgen of OpenGL Code 5 OpenGL Command Syntax 7 OpenGL as a State Machine 9 OpenGL Rendering Pipeline 10 OpenGL-Related Libraries 14 Animation 20 2. State Management and Drawing Geometric Objects 27 A Drawing Survival Kit 29 Describing Points, Lines, and Polygons 37 Basic State Management 48 Displaying Points, Lines, and Polygons 50 Normal Vectors 63 Vertex Arrays 65 Vertex Arrays in Buffer Objects 82 Attribute Groups 90 Some Hints for Building Polygonal Models of Surfaces 93 3. Viewing 103 Overview: The Camera Analogy 106 Viewing and Modeling Transformations 117 Projection Transformations 133 Viewport Transformation 138 Troubleshooting Transformations 142 Manipulating the Matrix Stacks 145 Additional Clipping Planes 149 Examples of Composing Several Transformations 152 Reversing or Mimicking Transformations 160 4. Color 165 Color Perception 166 Computer Color 168 RGBA versus Color-Index Mode 170 Specifying a Color and a Shading Model 176 5. Lighting 183 A Hidden-Surface Removal Survival Kit 185 Real-World and OpenGL Lighting 187 A Simple Example: Rendering a Lit Sphere 190 Creating Light Sources 194 Selecting a Lighting Model 207 Defining Material Properties 211 The Mathematics of Lighting 220 Lighting in Color-Index Mode 226 6. Blending, Antialiasing, Fog, and Polygon Offset 229 Blending 231 Antialiasing 247 Fog 261 Point Parameters 271 Polygon Offset 274 7. Display Lists 277 Why Use Display Lists? 278 An Example of Using a Display List 279 Display List Design Philosophy 282 Creating and Executing a Display List 285 Executing Multiple Display Lists 292 Managing State Variables with Display Lists 297 8. Drawing Pixels, Bitmaps, Fonts, and Images 301 Bitmaps and Fonts 303 Images 312 Reading and Drawing Pixel Rectangles 337 Tips for Improving Pixel Drawing Rates 341 Imaging Subset 342 9. Texture Mapping 365 An Overview and an Example 371 Specifying the Texture 375 Filtering 406 Texture Objects 409 Texture Functions 416 Assigning Texture Coordinates 420 Automatic Texture-Coordinate Generation 429 Multitexturing 438 Texture Combiner Functions 444 Applying Secondary Color after Texturing 450 The Texture Matrix Stack 451 Depth Textures 452 10. The Framebuffer 457 Buffers and Their Uses 460 Testing and Operating on Fragments 467 The Accumulation Buffer 482 11. Tessellators and Quadrics 497 Polygon Tessellation 498 Quadrics: Rendering Spheres, Cylinders, and Disks 515 12. Evaluators and NURBS 525 Prerequisites 527 Evaluators 528 The GLU NURBS Interface 542 13. Selection and Feedback 561 Selection 562 Feedback 583 14. Now That You Know 591 Error Handling 593 Which Version Am I Using? 595 Extensions to the Standard 597 Cheesy Translucency 600 An Easy Fade Effect 600 Object Selection Using the Back Buffer 602 Cheap Image Transformation 603 Displaying Layers 604 Antialiased Characters 605 Drawing Round Points 608 Interpolating Images 608 Making Decals 608 Drawing Filled, Concave Polygons Using the Stencil Buffer 610 Finding Interference Regions 611 Shadows 613 Hidden-Line Removal 614 Textur
Edition Description
Revised edition
Synopsis
The eagerly awaited revision of the definitive guide to OpenGL, the defacto standard for all developers creating graphics applications UNK] Fully updated for OpenGL Versions 1.5 and 2.0, the biggest revisions to OpenGL ever UNK] Explains the mechanics of how to use the new shader features in 2.0 UNK] Written under the auspices of the OpenGL Architectural Review Board, the official oversight group for OpenGL UNK] Previous editions have sold 140,000 copies OpenGL is a powerful software interface used to produce high-quality computer graphics. The OpenGL Programming Guide provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. It is far and away the most important book on OpenGL, and is commonly referred to by programmers simply as the Red book. Last summer the OpenGL Architectural Review Board (ARB) announced the release of the version 2.0 standard, incorporating the OpenGL Shader Language (GLSL) officially into the spec. This is the biggest change in OpenGL since its inception. This new edition will provide basic information about GLSL itself, as well as all the other changes to the 1.5 and 1.0 versions. the official, comprehensive guide to GLSL itself. A few years ago, pundits were predicting the imminent demise of OpenGL. Far from expiring, however, OpenGL has had a resurgence in the last couple years, and has solidified its position as the defacto standard for high-quality computer graphics. This book remains the necessary guide for any developer doing graphics programming. The sample source code in the book will be available on the book's web site., OpenGL is a powerful software interface used to produce high-quality, computer-generated images and interactive applications using 2D and 3D objects, bitmaps, and color images. The OpenGL Programming Guide, Fifth Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 1.4. This fifth edition of the best-selling "red book" describes the latest features of OpenGL Versions 1.5 and 2.0, including the introduction of the OpenGL Shading Language. You will find clear explanations of OpenGL functionality and many basic computer graphics techniques, such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism. In addition, this book provides in-depth coverage of advanced techniques, including texture mapping, antialiasing, fog and atmospheric effects, NURBS, image processing, and more. The text also explores other key topics such as enhancing performance, OpenGL extensions, and cross-platform techniques. This fifth edition has been extensively updated to include the newest features of OpenGL Versions 1.5 and 2.0, including: Storage of vertex arrays in buffer objects for faster rendering Occlusion queries for course-grain visibility testing Non-power-of-two dimensioned texture maps Point sprites Separate stencil operations for RGB and alpha Rendering to multiple color buffers using GLSL Most importantly, this edition discusses the OpenGL Shading Language (GLSL) and explains the mechanics of using this new language to create complex graphics effects and boost the computational power of OpenGL.
LC Classification Number
T385.O635 2005

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