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Availability This title is out of print. Description With the rapid growth of new platforms, OpenGL is enjoying a resurgence throughout the graphics industry. This edition has been thoroughly rewritten to reflect OpenGL 4. For the first time, it includes extensive coverage of shaders and the shading pipeline tessellation shaders.
Shaders are the most dynamic, fastest changing part of the OpenGL specification, and this coverage - which includes extensive material drawn from OpenGL Shading Language the "Orange Book", - has been specifically requested by many graphics programmers.
These expert authors offer example-rich, up-to-date introductions to a wide range of essential OpenGL 4. Series This product is part of the following series. Authoritative, trusted OpenGL 4. New to This Edition. New OpenGL features in this edition include Best practices and sample code for taking full advantage of shaders and the entire shading pipeline including geometry and tessellation shaders.
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 themechanics of using this new language to create complex graphics effects and boost the computational power of OpenGL.
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Published August 11th by Addison-Wesley Professional first published To see what your friends thought of this book, please sign up. Lists with This Book.
Oct 18, Michael Finocchiaro rated it it was amazing Shelves: Before there was Dreamworks, there was OpenGL. The beginning of this wasn't as intuitive as I imagined it'd be. On the plus side, actually getting it to begin set-me up for aggressively learning all I can about OpenGL. Not great as a how-to-guide, but almost perfect for everything else. Use it as a reference. Don't expect to understand how OpenGL works by reading this book.
The book is just as its title implies, a programming guide. It acts more as a reference than as a learning material. It doesn't help however for prospective newbies aspiring to pick up basic principles of openGL and how to start using it in their application. The book mostly focuses on API's The book is just as its title implies, a programming guide. The book mostly focuses on API's that have been deprecated.
This's evident in the many function descriptions in every chapter marked by compatibility extension notes. It isn't very helpful for the reader to learn about deprecated API. Even the most important and relevant part to contemporary implementations, GLSL and shaders, come at the very last chapter.
Sign Up Already have an access code? Instructor resource file download The work is protected by local and international copyright laws and is provided solely for the use of instructors in teaching their courses and assessing student learning. This's evident in the many function descriptions in every chapter marked by compatibility extension notes. Rendering Spheres, Cylinders, and Disks Chapter Open Preview See a Problem? Matthew Feinberg rated it liked it Nov 20, Modern OpenGL is centered on the use of shaders, and this edition of the Programming Guide jumps right in, with shaders covered in depth in Chapter 2.
Apr 20, Librivore rated it really liked it. Well written, but rather out of date nowadays. Andere boeken door Dave Shreiner.
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