
The OpenGL extensions guide
Eric Lengyel - Collection Charles River Media graphics
Résumé
OpenGL is the premier environment for developing 2D and 3D graphics and game applications. The interface has been the choice of game programmers, primarily because of its cross-platform operability, but also, because it is constantly evolving to keep pace with hardware advances in the form of extensions. Until now, the game industry was lacking one single, concise reference to help make sense of the dozens of extensions available.
The OpenGL Extensions Guide provides a valuable resource that concentrates specifically on the extensions most important to developing modern 3D games. The book describes extensions in groups that modify or augment similar components of the base OpenGL architecture.
Key features
- Discusses all of the essential OpenGL extensions in detail and provides an invaluable reference tool to the OpenGL programmer
- Each extension is divided into a discussion section and one or two reference sections named "New Functions" and "Extended Functions." The "New Functions" section provides a detailed description of the new functions defined by an extension, and the "Extended Functions" section describes how existing OpenGL functions are augmented or modified by the extension
- Concentrates on practical usage of extensions and discusses underlying mathematical details only where necessary
- Discusses extensions sanctioned by the OpenGL ARB (Architecture Review Board), multi-vendor extensions, and vendor-specific extensions developed by Nvidia Corporation and ATI Technologies, Inc.
The OpenGL Extensions Guide is divided into chapters covering groups of extensions that pertain to the same general area of functionality. This book assumes that the reader is already familiar with the (unextended) OpenGL library and the 3D rendering pipeline. The first chapter describes the OpenGL extension mechanism and the methods of accessing an extension's capabilities on different platforms.
Contents
- About OpenGL extensions
- Blending
- Texture Environment
- Texture Mapping
- Texture Compression
- Fragment Shading
- Vertex Blending
- Array Management
- Synchronization
- Lighting
- Fog
- Stencil Operations
- Shadow Mapping
- Occlusion Culling
- Point Rendering
- Pixel Formats
- Miscellaneous
- Vertex Programs
- Fragment Programs
- Appendices
- Index
L'auteur - Eric Lengyel
Eric Lengyel (Sunnyvale, CA), best-selling author of Mathematics for 3D Game Programming and Computer Graphics, is the Chief Technology Officer for the game engine development studio, Terathon Software. He holds an M.S. in Mathematics from Virginia Tech and has written several articles for gamasutra.com and the Game Programming Gems series.
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Charles River Media |
Auteur(s) | Eric Lengyel |
Collection | Charles River Media graphics |
Parution | 26/08/2003 |
Nb. de pages | 684 |
Format | 19 x 24 |
Couverture | Relié |
Poids | 1300g |
Intérieur | Noir et Blanc |
EAN13 | 9781584502944 |
ISBN13 | 978-1-58450-294-4 |
Avantages Eyrolles.com
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