OpenGL SuperBible: Comprehensive Tutorial and Reference (6th by Richard S. Wright, Nicholas Haemel, Graham Sellers

By Richard S. Wright, Nicholas Haemel, Graham Sellers

OpenGL® SuperBible, 6th variation, is the definitive programmer’s consultant, educational, and reference for the world’s top 3D API for real-time special effects, OpenGL 4.3. the simplest all-around advent to OpenGL for builders in any respect degrees of expertise, it in actual fact explains either the most recent API and crucial comparable ideas. You’ll locate updated, hands-on suggestions for all aspects of contemporary OpenGL improvement on either computing device and cellular systems, together with differences, texture mapping, shaders, buffers, geometry administration, and masses more.

Extensively revised, this variation offers many new OpenGL 4.3 positive factors, together with compute shaders, texture perspectives, oblique attracts, and better API debugging. it's been reorganized to concentration extra tightly at the API, to hide the whole pipeline prior, and that will help you completely comprehend the interactions among OpenGL and photos hardware.

Coverage includes
A functional advent to the necessities of realtime 3D graphics
Core OpenGL 4.3 innovations for rendering, modifications, and texturing
Foundational math for growing attention-grabbing 3D portraits with OpenGL
Writing your individual shaders, with examples to get you started
Cross-platform OpenGL, together with crucial platform-specific API initialization fabric for Linux, OS X, and Windows
Vertex processing, drawing instructions, primitive processing, fragments, and framebuffers
Using compute shaders to harness today’s portraits playing cards for greater than graphics
Monitoring and controlling the OpenGL pix pipeline
Advanced rendering: gentle simulation, inventive and non-photo-realistic rendering, and deferred shading
Modern OpenGL debugging and function optimization

Bonus fabric and pattern code can be found from the better half website, openglsuperbible.com.

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Additional info for OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition)

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654 . . 660 . . 660 . . 661 . . . . . . . . . 672 676 681 732 733 738 . . 742 Foreword OpenGL® SuperBible has long been an essential reference for 3D graphics developers, and this new edition is more relevant than ever, particularly given the increasing importance of multi-platform deployment. In our line of work, we spend a lot of time at the interface between high-level rendering algorithms and fast-moving GPU and API targets. Even though, between us, we have more than thirty-five years of experience with real-time graphics programming, there is always more to learn.

Spherical environment mapping fragment shader Equirectangular environment mapping fragment shader . . . . . . . . . . . . . Loading a cube map texture . . . . . . . Vertex shader for sky box rendering . . . . Fragment shader for sky box rendering . . . Vertex shader for cube map environment rendering . . . . . . . . . . . . Fragment shader for cube map environment rendering . . . . . . . . . . . . Fragment shader for per-fragment shininess . .

Applications will normally break complex surfaces into a very large number of triangles and send them to OpenGL where they are rendered using a hardware accelerator called a rasterizer. Triangles are, relatively speaking, pretty easy to draw. As polygons, triangles are always convex, and therefore filling rules are easy to devise and follow. Concave polygons can always be broken down into two or more triangles, and so hardware natively supports rendering triangles directly and relies on other subsystems4 to break complex geometry into triangles.

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