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简介
OpenGL SuperBible: Comprehensive Tutorial and Reference 豆 8.7分
资源最后更新于 2020-08-23 16:17:57
作者:Richard S. Wright
出版社:Addison-Wesley Professional
出版日期:2010-01
ISBN:9780321712615
文件格式: pdf
标签: OpenGL openGL 计算机图形学 3D-Programming 计算机 编程 Graphics 混口饭吃
简介· · · · · ·
OpenGL® SuperBible, Fifth Edition is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 3.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the API and essential associated programming concepts. Readers will find up-to-date, hands-on gu...
目录
Preface to the Fifth Edition xxi
Preface to the Fourth Edition xxiii
Preface to the Third Edition xxvi
Introduction 1
--
PART I Basic Concepts 7
1 Introduction to 3D Graphics and OpenGL 9
2 Getting Started 33
3 Basic Rendering 79
4 Basic Transformations: A Vector/Matrix Primer 125
5 Basic Texturing 179
6 Thinking Outside the Box: Nonstock Shaders 229
7 More Advanced Texture Topics 289
--
PART II Intermediate to Advanced Ideas 321
8 Buffer Objects: Storage Is Now in Your Hands 323
9 Advanced Buffers: Beyond the Basics 359
10 Fragment Operations: The End of the Pipeline 391
11 Advanced Shader Usage 411
12 Advanced Geometry Management 471
--
PART III Platform-Specific Notes 539
13 OpenGL on Windows 541
14 OpenGL on OS X 569
15 OpenGL on Linux 597
16 OpenGL ES on Mobile Devices 619
--
Appendix A Further Reading 653
Appendix B Glossary 655
Appendix C OpenGL Man Pages for (Core) OpenGL 3.3 661
Index 939
Preface to the Fourth Edition xxiii
Preface to the Third Edition xxvi
Introduction 1
--
PART I Basic Concepts 7
1 Introduction to 3D Graphics and OpenGL 9
2 Getting Started 33
3 Basic Rendering 79
4 Basic Transformations: A Vector/Matrix Primer 125
5 Basic Texturing 179
6 Thinking Outside the Box: Nonstock Shaders 229
7 More Advanced Texture Topics 289
--
PART II Intermediate to Advanced Ideas 321
8 Buffer Objects: Storage Is Now in Your Hands 323
9 Advanced Buffers: Beyond the Basics 359
10 Fragment Operations: The End of the Pipeline 391
11 Advanced Shader Usage 411
12 Advanced Geometry Management 471
--
PART III Platform-Specific Notes 539
13 OpenGL on Windows 541
14 OpenGL on OS X 569
15 OpenGL on Linux 597
16 OpenGL ES on Mobile Devices 619
--
Appendix A Further Reading 653
Appendix B Glossary 655
Appendix C OpenGL Man Pages for (Core) OpenGL 3.3 661
Index 939