OpenGL SuperBible 4th Edition Content Overview

Contents at a Glance Preface... xxvii About the Authors ..... xxxv Introduction... 1 Part I The Old Testament 1 Introduction to 3D Graphics and OpenGL... 9 2 Using OpenGL ... 33 3 Drawing in Space: Geometric Primitives and Buffers... 73 4 Geometric Transformations: The Pipeline ... 127 5 Color, Materials, and Lighting: The Basics... 173 6 More on Colors and Materials ... 229 7 Imaging with OpenGL.... 251 8 Texture Mapping: The Basics... 303 9 Texture Mapping: Beyond the Basics ..... 341 10 Curves and Surfaces..... 377 11 It’s All About the Pipeline: Faster Geometry Throughput... 421 12 Interactive Graphics..... 457 13 Occlusion Queries: Why Do More Work Than You Need To?... 481 14 Depth Textures and Shadows ..... 495 Part II The New Testament 15 Programmable Pipeline: This Isn’t Your Father’s OpenGL... 515 16 Vertex Shading: Do-It-Yourself Transform, Lighting, and Texgen... 547 17 Fragment Shading: Empower Your Pixel Processing... 567 18 Advanced Buffers ... 601 Part III The Apocrypha 19 Wiggle: OpenGL on Windows.... 641 20 OpenGL on MacOS X..... 685 21 OpenGL on Linux..... 713 22 OpenGL ES – OpenGL on the Small ..... 735 A Appendix A: Further Reading/References..... 773 B Appendix B: Glossary... 777 C Appendix C: API Reference... 783 Index ...1141
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