OpenGL programming guide : the official guide to learning OpenGL, version 4.5 with SPIR-V

Author(s)

    • Kessenich, John
    • Sellers, Graham
    • Shreiner, Dave
    • The Khronos OpenGL ARB Working Group

Bibliographic Information

OpenGL programming guide : the official guide to learning OpenGL, version 4.5 with SPIR-V

John Kessenich, Graham Sellers, Dave Shreiner

Addison-Wesley, c2017

9th ed

  • : pbk

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"The Khronos OpenGL ARB Working Group" -- Cover

Includes index

Description and Table of Contents

Description

Complete Coverage of OpenGL (R) 4.5-the Latest Version (Includes 4.5, 4.4, SPIR-V, and Extensions) The latest version of today's leading worldwide standard for computer graphics, OpenGL 4.5 delivers significant improvements in application efficiency, flexibility, and performance. OpenGL 4.5 is an exceptionally mature and robust platform for programming high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and shaders. OpenGL (R) Programming Guide, Ninth Edition, presents definitive, comprehensive information on OpenGL 4.5, 4.4, SPIR-V, OpenGL extensions, and the OpenGL Shading Language. It will serve you for as long as you write or maintain OpenGL code. This edition of the best-selling "Red Book" fully integrates shader techniques alongside classic, function-centric approaches, and contains extensive code examples that demonstrate modern techniques. Starting with the fundamentals, its wide-ranging coverage includes drawing, color, pixels, fragments, transformations, textures, framebuffers, light and shadow, and memory techniques for advanced rendering and nongraphical applications. It also offers discussions of all shader stages, including thorough explorations of tessellation, geometric, and compute shaders. New coverage in this edition includes Thorough coverage of OpenGL 4.5 Direct State Access (DSA), which overhauls the OpenGL programming model and how applications access objects Deeper discussions and more examples of shader functionality and GPU processing, reflecting industry trends to move functionality onto graphics processors Demonstrations and examples of key features based on community feedback and suggestions Updated appendixes covering the latest OpenGL libraries, related APIs, functions, variables, formats, and debugging and profiling techniques

Table of Contents

Chapter 1: Introduction to OpenGL Chapter 2: Shader Fundamentals Chapter 3: Drawing with OpenGL Chapter 4: Color, Pixels, and Fragments Chapter 5: Viewing Transformations, Culling, Clipping, and Feedback Chapter 6: Textures and Framebuffers Chapter 7: Light and Shadow Chapter 8: Procedural Texturing Chapter 9: Tessellation Shaders Chapter 10: Geometry Shaders Chapter 11: Memory Chapter 12: Compute Shaders Appendix A: Support Libraries Appendix B: OpenGL ES and WebGL Appendix C: Built-in GLSL Variables and Functions Appendix D: State Variables Appendix E: Homogeneous Coordinates and Transformation Matrices Appendix F: Floating-Point Formats for Textures, Framebuffers, and Renderbuffers Appendix G: Debugging and Profiling OpenGL Appendix H: Buffer Object Layouts

by "Nielsen BookData"

Details

  • NCID
    BB2201133X
  • ISBN
    • 9780134495491
  • Country Code
    us
  • Title Language Code
    eng
  • Text Language Code
    eng
  • Place of Publication
    Boston ; Tokyo
  • Pages/Volumes
    xlv, 929 p.
  • Size
    24 cm
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