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OpenGL Superbible
OpenGL Superbible
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Disponibilité:
Présentement en commande, expédié dès réception
Éditeur:
Peachpit Press (anglais)
ISBN-13: 9780321902948
ISBN-10: 0321902947
Description:
Description

OpenGL® SuperBible, Sixth Edition, is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 4.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the newest API and indispensable related concepts. Extensively revised, this edition presents many new OpenGL 4.3 features, including compute shaders, texture views, indirect multi-draw, and enhanced API debugging. It has been reorganized to focus more tightly on the API, to cover the entire pipeline earlier, and to help your students thoroughly understand the interactions between OpenGL and graphics hardware.

Features

•Fully revised and updated, with new or re-written coverage on OpenGL 4.X
•Includes an iPhone/iPod Touch/iPad tutorial, with example programs for those devices
•Now part of the official OpenGL series, which will give it more visibility within the OpenGL community
•This edition spends a lot less time describing the use of the openGL tools library and more time on the OpenGL API itself

Zum Seitenanfang

New to this Edition

The 6th Edition of the OpenGL SuperBible is to be somewhat of an overhaul of previous editions. In the past, the book has shielded the reader from the underlying complexities of the hardware and the OpenGL API by using a set of utility functions known as GLTools, written in part for the book. We propose to do away with this set of libraries in the 6th edition and supply only the minimal amount of code to allow the user to start working with OpenGL. In fact, much of the criticism of the 5th edition of the book was not of the quality of the material, but that it spent much of its volume describing the use of the tools library rather than the OpenGL API itself. Another contrast to prior editions is that before, the very first examples actually made use of quite a bit of functionality – complete triangles are drawn, necessitating the initialization of a viewport, a vertex buffer, a minimal vertex shader with inputs and outputs and a fragment shader. Much of this complexity was hidden behind tools libraries, ‘stock shaders’ or simply glossed over. Subsequently, concepts were introduced in order of perceived conceptual difficulty, leaving mention of complete sections of the OpenGL pipeline to the latter parts of the book. This made certain topics difficult to talk about and produced a number of anachronisms in the book’s text. For example, it was impossible to talk about layered rendering or adjacency primitives until geometry shaders had been introduced, but as geometry shaders were considered an advanced feature, they were left towards the end of the book.

Author

Graham Sellers is a senior manager and software architect on the OpenGL driver team at AMD. He represents AMD at the ARB and has contributed to many extensions and to the core OpenGL Specification. He holds several patents in the fields of computer graphics and image processing.

Richard S. Wright, Jr., senior software engineer for Software Bisque, develops multimedia astronomy and planetarium software using OpenGL. He has written many OpenGL-based games, scientific/medical applications, database visualization tools, and educational programs. He has taught OpenGL programming at Full Sail University’s game design degree program for over a decade.

Nicholas Haemel, senior manager of Tegra OpenGL driver development at NVIDIA, leads a development team working on NVIDIA mobile graphics drivers, represents NVIDIA at the Khronos Group standards body, has authored many OpenGL extensions, and contributed to all OpenGL specifications since version 3.0.