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OpenGL programming guide.

By: Material type: TextTextPublication details: Boston, Mass. ; London : Addison-Wesley, 2009.Edition: 7th ed. / David ShreinerDescription: p. cmISBN:
  • 9780321552624 (pbk.)
  • 0321552628 (pbk.)
Subject(s):
Holdings
Item type Current library Call number Copy number Status Date due Barcode
Standard Loan Thurles Library Main Collection 006.693 SHR (Browse shelf(Opens below)) 1 Available R19395PKRC
Standard Loan Thurles Library Main Collection 006.693 SHR (Browse shelf(Opens below)) 1 Available R19392LKRC
Standard Loan Thurles Library Main Collection 006.693 SHR (Browse shelf(Opens below)) 1 Available R19391KKRC
Standard Loan Thurles Library Main Collection 006.693 SHR (Browse shelf(Opens below)) 1 Available R19390JKRC

Enhanced descriptions from Syndetics:

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, Seventh Edition , provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 2.1. This seventh edition of the best-selling "red book" describes the latest features of OpenGL Versions 3.0 and 3.1. 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 seventh edition has been updated to include the newest features of OpenGL Versions 3.0 and 3.1, including

 

Using framebuffer objects for off-screen rendering and texture updates Examples of the various new buffer object types, including uniform-buffer objects, transform feedback buffers, and vertex array objects Using texture arrays to increase performance when using numerous textures Efficient rendering using primitive restart and conditional rendering Discussion of OpenGL's deprecation mechanism and how to verify your programs for future versions of OpenGL  

This edition continues the discussion of the OpenGL Shading Language (GLSL) and explains the mechanics of using this language to create complex graphics effects and boost the computational power of OpenGL. 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 Khronos OpenGL ARB Working Group, an industry consortium responsible for guiding the evolution of OpenGL and related technologies.

 

Includes index.

Table of contents provided by Syndetics

  • Introduction to OpenGL
  • 2 Buffers and Objects
  • 3 Shaders and the OpenGL Shading Language
  • 4 Drawing Geometric Objects
  • 5 Viewing
  • 6 Texture Mapping and Image Objects
  • 7 Framebuffer Operations (including Blending, Anti-aliasing, and Polygon Offset)
  • 8 Lighting and Shadows
  • Various Appendices

Author notes provided by Syndetics

Dave Shreiner, director of graphics technology at ARM, Inc., was a longtime member of the core OpenGL team at SGI. He authored the first commercial OpenGL training course and has been developing computer graphics applications for more than two decades. Dave regularly presents at SIGGRAPH and other conferences worldwide. He is coauthor of the OpenGL ES 2.0 Programming Guide (Addison-Wesley, 2009) and the OpenGL ® Reference Manual (Addison-Wesley, 2004), and is series editor for Addison-Wesley's OpenGL Series.

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