中文名称:openGL超级宝典(第四版)及代码
英文名称:OpenGL SuperBible (4th Edition)
版本:[PDF]
发行时间:2007年06月28日
地区:美国
语言:英语
简介:

原书名:OpenGL SuperBible (4th Edition)
作者:Addison Wesley
页码: 1262
版次:4
丛书名: OpenGL SuperBible
出版日期: 2007-6-28
官方网站:
http://www.starstonesoftware.com/OpenGL/本书是OpenGL编程指南,涵盖了使用新版本的OpenGL进行编程所需要的主要知识。
全书分3个部分,共23章,另有3个附录。第一部介绍经典OpenGL绘图的所有基础知识,包括3D图形和OpenGL简介,OpenGL空间绘图,几何转换,颜色、材料和光照,纹理贴图,曲线和表面,管线,交互式图形等内容。第二部分是着重介绍OpenGL的一些高级功能。第三部分别介绍了不同操作系统平台上的OpenGL功能特性和编程细节。
本书适合于希望精通OpenGL以便对他们的图形编程和3D图形知识进行扩展的程序员,也可以帮助那些经验丰富的OpenGL程序员学习如何移植自己的应用程序。本书既可以作为学习OpenGL的教材,也可以作为随时查阅的参考手册。
第二个文件是书里面代码
Editorial Reviews
Product Description
OpenGL® SuperBible, Fourth Edition, begins by illuminating the coretechniques of “classic” OpenGL graphics programming, from drawing inspace to geometric transformations, from lighting to texture mapping.The authors cover newer OpenGL capabilities, including OpenGL 2.1’spowerful programmable pipeline, vertex and fragment shaders, andadvanced buffers. They also present thorough, up-to-date introductionsto OpenGL implementations on multiple platforms, including Windows, MacOS X, GNU/Linux, UNIX, and embedded systems.
Coverage includes
· An entirely new chapter on OpenGL ES programming for handhelds
· Completely rewritten chapters on OpenGL for Mac OS X and GNU/Linux
· Up-to-the-minute coverage of OpenGL on Windows Vista
· New material on floating-point color buffers and off-screen rendering
· In-depth introductions to 3D modeling and object composition
· Expert techniques for utilizing OpenGL’s programmable shading language
· Thorough coverage of curves, surfaces, interactive graphics, textures, shadows, and much more
· A fully updated API reference, and an all-new section of full-color images
You’llrely on this book constantly–whether you’re learning OpenGL for thefirst time, deepening your graphics programming expertise, upgradingfrom older versions of OpenGL, or porting applications from otherenvironments.
Now part of the OpenGL Technical Library–The official knowledge resource for OpenGL developers
TheOpenGL Technical Library provides tutorial and reference books forOpenGL. The Library enables programmers to gain a practicalunderstanding of OpenGL and shows them how to unlock its fullpotential. Originally developed by SGI, the Library continues to evolveunder the auspices of the OpenGL Architecture Review Board (ARB)Steering Group (now part of the Khronos Group), an industry consortiumresponsible for guiding the evolution of OpenGL and relatedtechnologies.
Contents
Preface xxvii
About the Authors xxxv
Introduction 1
Part I: The Old Testament
Chapter 1 Introduction to 3D Graphics and OpenGL 9
Chapter 2 Using OpenGL 33
Chapter 3 Drawing in Space: Geometric Primitives and Buffers 73
Chapter 4 Geometric Transformations: The Pipeline 127
Chapter 5 Color, Materials, and Lighting: The Basics 173
Chapter 6 More on Colors and Materials 229
Chapter 7 Imaging with OpenGL 251
Chapter 8 Texture Mapping: The Basics 303
Chapter 9 Texture Mapping: Beyond the Basics 341
Chapter 10 Curves and Surfaces 377
Chapter 11 It’s All About the Pipeline: Faster Geometry Throughput 421
Chapter 12 Interactive Graphics 457
Chapter 13 Occlusion Queries: Why Do More Work Than You Need To? 481
Chapter 14 Depth Textures and Shadows 495
Part II: The New Testament
Chapter 15 Programmable Pipeline: This Isn’t Your Father’s OpenGL 515
Chapter 16 Vertex Shading: Do-It-Yourself Transform, Lighting, and Texgen 547
Chapter 17 Fragment Shading: Empower Your Pixel Processing 567
Chapter 18 Advanced Buffers 601
Part III: The Apocrypha
Chapter 19 Wiggle: OpenGL on Windows 641
Chapter 20 OpenGL on Mac OS X 685
Chapter 21 OpenGL on Linux 713
Chapter 22 OpenGL ES — OpenGL on the Small 735
Appendix A Further Reading/References 773
Appendix B Glossary 777
Appendix C API Reference 783
Index 1141
About the Author
RichardS. Wright, Jr.has been using OpenGL for more than 12 years, since itfirst became available on the Windows platform, and teaches OpenGLprogramming in the game design degree program at Full Sail in Orlando,Florida. Currently, Richard is the president of Starstone SoftwareSystems, Inc., where he develops third-party multimedia simulationsoftware for the PC and Macintosh platforms using OpenGL.
Previouslywith Real 3D/Lockheed Martin, Richard was a regular OpenGL ARB attendeeand contributed to the OpenGL 1.2 specification and conformance tests.Since then, Richard has worked in multidimensional databasevisualization, game development, medical diagnostic visualization, andastronomical space simulation.
Richard first learned to programin the eighth grade in 1978 on a paper terminal. At age 16, his parentslet him buy a computer with his grass-cutting money instead of a car,and he sold his first computer program less than a year later (and itwas a graphics program!). When he graduated from high school, his firstjob was teaching programming and computer literacy for a local consumereducation company. He studied electrical engineering and computerscience at the University of Louisville’s Speed Scientific School andmade it half way through his senior year before his career got the bestof him and took him to Florida. A native of Louisville, Kentucky, henow lives with his wife and three children in Lake Mary, Florida. Whennot programming or dodging hurricanes, Richard is an avid amateurastronomer and an Adult Sunday School teacher.
BenjaminLipchak graduated from Worcester Polytechnic Institute with a doublemajor in technical writing and computer science. “Why would anyone witha CS degree want to become a writer?” That was the question asked ofhim one fateful morning when Benj was interviewing for a tech writingjob at Digital Equipment Corporation. Benj’s interview took longer thanscheduled, and he left that day with job offer in hand to work on thesoftware team responsible for DEC’s AlphaStation OpenGL drivers.
Benj’sparticipation in the OpenGL Architecture Review Board began when hechaired the working group that generated the GL_ARB_fragment_programextension spec. While chairing the Khronos OpenGL Ecosystem TechnicalSubGroup, he established the OpenGL SDK and created the OpenGL Pipelinenewsletter, of which he remains editor.
Benj will nowparticipate in the Khronos OpenGL ES Working Group. After 12 years ofOpenGL driver development and driver team management at DEC, Compaq,and ATI, he is headed for smaller pastures. Benj recently becamemanager of AMD’s handheld software team. Although the API is familiar,the new challenges of size and power consumption make for a greatchange of scenery. In his fleeting spare time, Benj tries to getoutdoors for some hiking or kayaking. He also operates an independentrecord label, Wachusett Records, specializing in solo piano music.
NicholasHaemel, developer at AMD in the Graphics Products Group, was technicalreviewer for OpenGL SuperBible, Third Edition, and contributed thechapters on GLX and OpenGL ES.