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OpenGL programming guide

OpenGL programming guide

Dave Shreiner, Mason Woo, Jackie Neider, Tom Davis

802 pages, parution le 05/12/2003 (4eme édition)

Résumé

OpenGL is a powerful software interface used to produce high-quality computer generated images and interactive applications using 2D and 3D objects and color bitmaps and images.

The OpenGL Programming Guide, Third Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. This book discusses all OpenGL functions and their syntax shows how to use those functions to create interactive applications and realistic color images.

You will find clear explanations of OpenGL functionality and many basic computer graphics techniques such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism. In addition, this book provides in-depth coverage of advanced techniques, including texture mapping, antialiasing, fog and atmospheric effects, NURBS, image processing, and more. The text also explores other key topics such as enhancing performance, OpenGL extensions, and cross-platform techniques.

This third edition has been extensively updated to include the newest features of OpenGL, Version 1.2, including:

  • 3D texture mapping
  • Multitexturing
  • New pixel storage formats, including packed and reversed (BGRA) formats
  • Specular lighting after texturing
  • The OpenGL imaging subset
  • New GLU routines and functionality

Numerous code examples are provided to practical programming techniques. The color plate section illustrates the power and sophistication of the newest version of OpenGL. The OpenGL Technical Library provides tutorial and reference books for OpenGL. The library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential.

The OpenGL Technical Library was originally developed by SGI and continues to evelove under the auspices of the Architecture Review Board (ARB), an industry consortium responsible for guiding the evolution of OpenGL and related technologies. The OpenGL ARB is composed of industry leaders, such as 3Dlabs, Compaq, Evans & Sutherland, Hewlett-Packard, IBM, Intel, Intergraph, Microsoft, NVIDIA, and SGI.

The OpenGL Programming Guide, Third Edition was written by Mason Woo, Jackie Neider, Tom Davis, and Dave Shreiner.

Contents

  • Introduction to OpenGL
  • State Management and Drawing Geometric Objects
  • Viewing
  • Color
  • Lighting
  • Blending, Antialiasing, Fog, and Polygon Offset
  • Display Lists
  • Drawing Pixels, Bitmaps, Fonts, and Images
  • Texture Mapping
  • The Framebuffer
  • Tessellators and Quadrics
  • Evaluators and NURBS
  • Selection and Feedback
  • Now That You Know
  • Order of Operations
  • State Variables
  • OpenGL and Window Systems
  • Basics of GLUT: The OpenGL Utility Toolkit
  • Calculating Normal Vectors
  • Homogeneous Coordinates and Transformation Matrices
  • Programming Tips
  • OpenGL Invariance
  • Glossary
  • Index

Caractéristiques techniques

  PAPIER
Éditeur(s) Addison Wesley
Auteur(s) Dave Shreiner, Mason Woo, Jackie Neider, Tom Davis
Parution 05/12/2003
Édition  4eme édition
Nb. de pages 802
Poids 1345g
EAN13 9780321173485

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