OpenGL Superbible: Comprehensive Tutorial and Reference
<P style="MARGIN: 0px"> <B> <I>OpenGL</I> </B> <B> <I>® SuperBible, Fourth Edition</I> </B>, begins by illuminating the core techniques of “classic†OpenGL graphics programming, from drawing in space to geometric transformations, from lighting to texture mapping. The authors cover newer OpenGL capabilities, including OpenGL 2.1’s powerful programmable pipeline, vertex and fragment shaders, and advanced buffers. They also present thorough, up-to-date introductions to OpenGL implementations on multiple platforms, including Windows, Mac OS X, GNU/Linux, UNIX, and embedded systems. </P> <P style="MARGIN: 0px"> </P> <P style="MARGIN: 0px">Coverage includes </P> <P style="MARGIN: 0px"> </P> <P style="MARGIN: 0px">·        An entirely new chapter on OpenGL ES programming for handhelds</P> <P style="MARGIN: 0px">·        Completely rewritten chapters on OpenGL for Mac OS X and GNU/Linux</P> <P style="MARGIN: 0px">·        Up-to-the-minute coverage of OpenGL on Windows Vista</P> <P style="MARGIN: 0px">·        New material on floating-point color buffers and off-screen rendering</P> <P style="MARGIN: 0px">·        In-depth introductions to 3D modeling and object composition</P> <P style="MARGIN: 0px">·        Expert techniques for utilizing OpenGL’s programmable shading language</P> <P style="MARGIN: 0px">·        Thorough coverage of curves, surfaces, interactive graphics, textures, shadows, and much more</P> <P style="MARGIN: 0px">·        A fully updated API reference, and an all-new section of full-color images</P> <P style="MARGIN: 0px"> </P> <P style="MARGIN: 0px">You’ll rely on this book constantly–whether you’re learning OpenGL for the first time, deepening your graphics programming expertise, upgrading from older versions of OpenGL, or porting applications from other environments. </P> <P style="MARGIN: 0px"> </P> <P style="MARGIN: 0px"> <B>Now part of the OpenGL Technical Library–The official knowledge resource for OpenGL developers</B> </P> <P style="MARGIN: 0px">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 OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies. </P> <P style="MARGIN: 0px"> </P> <P style="MARGIN: 0px"> <B>Contents</B> </P> <P style="MARGIN: 0px">Preface xxvii</P> <P style="MARGIN: 0px">About the Authors xxxv</P> <P style="MARGIN: 0px">Introduction 1</P> <P style="MARGIN: 0px"> </P> <P style="MARGIN: 0px"> <B>Part I: The Old Testament</B> </P> <P style="MARGIN: 0px">Chapter 1    Introduction to 3D Graphics and OpenGL 9</P> <P style="MARGIN: 0px">Chapter 2    Using OpenGL 33</P> <P style="MARGIN: 0px">Chapter 3    Drawing in Space: Geometric Primitives and Buffers 73</P> <P style="MARGIN: 0px">Chapter 4    Geometric Transformations: The Pipeline 127</P> <P style="MARGIN: 0px">Chapter 5    Color, Materials, and Lighting: The Basics 173</P> <P style="MARGIN: 0px">Chapter 6    More on Colors and Materials 229</P> <P style="MARGIN: 0px">Chapter 7    Imaging with OpenGL 251</P> <P style="MARGIN: 0px">Chapter 8    Texture Mapping: The Basics 303</P> <P style="MARGIN: 0px">Chapter 9    Texture Mapping: Beyond the Basics 341</P> <P style="MARGIN: 0px">Chapter 10  Curves and Surfaces 377</P> <P style="MARGIN: 0px">Chapter 11  It’s All About the Pipeline: Faster Geometry Throughput 421</P> <P style="MARGIN: 0px">Chapter 12  Interactive Graphics 457</P> <P style="MARGIN: 0px">Chapter 13  Occlusion Queries: Why Do More Work Than You Need To? 481</P> <P style="MARGIN: 0px">Chapter 14  Depth Textures and Shadows 495</P> <P style="MARGIN: 0px"> </P> <P style="MARGIN: 0px"> <B>Part II: The New Testament</B> </P> <P style="MARGIN: 0px">Chapter 15  Programmable Pipeline: This Isn’t Your Father’s OpenGL 515</P> <P style="MARGIN: 0px">Chapter 16  Vertex Shading: Do-It-Yourself Transform, Lighting, and Texgen 547</P> <P style="MARGIN: 0px">Chapter 17  Fragment Shading: Empower Your Pixel Processing 567</P> <P style="MARGIN: 0px">Chapter 18  Advanced Buffers 601</P> <P style="MARGIN: 0px"> </P> <P style="MARGIN: 0px"> <B>Part III: The Apocrypha</B> </P> <P style="MARGIN: 0px">Chapter 19  Wiggle: OpenGL on Windows 641</P> <P style="MARGIN: 0px">Chapter 20  OpenGL on Mac OS X 685</P> <P style="MARGIN: 0px">Chapter 21  OpenGL on Linux 713</P> <P style="MARGIN: 0px">Chapter 22  OpenGL ES — OpenGL on the Small 735</P> <P style="MARGIN: 0px"> </P> <P style="MARGIN: 0px">Appendix A   Further Reading/References 773</P> <P style="MARGIN: 0px">Appendix B   Glossary 777</P> <P style="MARGIN: 0px">Appendix C  API Reference 783</P> <P style="MARGIN: 0px">Index 1141</P> <P style="MARGIN: 0px"> </P>