{"product_id":"opengl-superbible-book-richard-s-wright-9780321498823","title":"OpenGL SuperBible","description":"\u003cp\u003e\u003cb\u003e\u003ci\u003eOpenGL\u003c\/i\u003e\u003c\/b\u003e \u003cb\u003e\u003ci\u003e® SuperBible, Fourth Edition\u003c\/i\u003e\u003c\/b\u003e, begins by illuminating the core techniques of “classic” OpenGL graphics programming, from drawing in space to geometric transformations, from lighting to texture mapping. The authors cover newer OpenGL capabilities, including OpenGL 2.1’s powerful programmable pipeline, vertex and fragment shaders, and advanced buffers. They also present thorough, up-to-date introductions to OpenGL implementations on multiple platforms, including Windows, Mac OS X, GNU\/Linux, UNIX, and embedded systems. \u003c\/p\u003e\u003cp\u003e \u003c\/p\u003e\u003cp\u003eCoverage includes \u003c\/p\u003e\u003cp\u003e \u003c\/p\u003e\u003cp\u003e·         An entirely new chapter on OpenGL ES programming for handhelds\u003c\/p\u003e\u003cp\u003e·         Completely rewritten chapters on OpenGL for Mac OS X and GNU\/Linux\u003c\/p\u003e\u003cp\u003e·         Up-to-the-minute coverage of OpenGL on Windows Vista\u003c\/p\u003e\u003cp\u003e·         New material on floating-point color buffers and off-screen rendering\u003c\/p\u003e\u003cp\u003e·         In-depth introductions to 3D modeling and object composition\u003c\/p\u003e\u003cp\u003e·         Expert techniques for utilizing OpenGL’s programmable shading language\u003c\/p\u003e\u003cp\u003e·         Thorough coverage of curves, surfaces, interactive graphics, textures, shadows, and much more\u003c\/p\u003e\u003cp\u003e·         A fully updated API reference, and an all-new section of full-color images\u003c\/p\u003e\u003cp\u003e \u003c\/p\u003e\u003cp\u003eYou’ll rely on this book constantly–whether you’re learning OpenGL for the first time, deepening your graphics programming expertise, upgrading from older versions of OpenGL, or porting applications from other environments. \u003c\/p\u003e\u003cp\u003e \u003c\/p\u003e\u003cp\u003e\u003cb\u003eNow part of the OpenGL Technical Library–The official knowledge resource for OpenGL developers\u003c\/b\u003e\u003c\/p\u003e\u003cp\u003eThe 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. Originally developed by SGI, the Library continues to evolve under the auspices of the OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies. \u003c\/p\u003e\u003cp\u003e \u003c\/p\u003e\u003cp\u003e\u003cb\u003eContents\u003c\/b\u003e\u003c\/p\u003e\u003cp\u003ePreface  xxvii\u003c\/p\u003e\u003cp\u003eAbout the Authors  xxxv\u003c\/p\u003e\u003cp\u003eIntroduction  1\u003c\/p\u003e\u003cp\u003e \u003c\/p\u003e\u003cp\u003e\u003cb\u003ePart I: The Old Testament\u003c\/b\u003e\u003c\/p\u003e\u003cp\u003eChapter 1     Introduction to 3D Graphics and OpenGL  9\u003c\/p\u003e\u003cp\u003eChapter 2     Using OpenGL  33\u003c\/p\u003e\u003cp\u003eChapter 3     Drawing in Space: Geometric Primitives and Buffers  73\u003c\/p\u003e\u003cp\u003eChapter 4     Geometric Transformations: The Pipeline  127\u003c\/p\u003e\u003cp\u003eChapter 5     Color, Materials, and Lighting: The Basics 173\u003c\/p\u003e\u003cp\u003eChapter 6     More on Colors and Materials  229\u003c\/p\u003e\u003cp\u003eChapter 7     Imaging with OpenGL  251\u003c\/p\u003e\u003cp\u003eChapter 8     Texture Mapping: The Basics  303\u003c\/p\u003e\u003cp\u003eChapter 9     Texture Mapping: Beyond the Basics  341\u003c\/p\u003e\u003cp\u003eChapter 10   Curves and Surfaces  377\u003c\/p\u003e\u003cp\u003eChapter 11   It’s All About the Pipeline: Faster Geometry Throughput  421\u003c\/p\u003e\u003cp\u003eChapter 12   Interactive Graphics  457\u003c\/p\u003e\u003cp\u003eChapter 13   Occlusion Queries: Why Do More Work Than You Need To? 481\u003c\/p\u003e\u003cp\u003eChapter 14   Depth Textures and Shadows  495\u003c\/p\u003e\u003cp\u003e \u003c\/p\u003e\u003cp\u003e\u003cb\u003ePart II: The New Testament\u003c\/b\u003e\u003c\/p\u003e\u003cp\u003eChapter 15   Programmable Pipeline: This Isn’t Your Father’s OpenGL  515\u003c\/p\u003e\u003cp\u003eChapter 16   Vertex Shading: Do-It-Yourself Transform, Lighting, and Texgen  547\u003c\/p\u003e\u003cp\u003eChapter 17   Fragment Shading: Empower Your Pixel Processing  567\u003c\/p\u003e\u003cp\u003eChapter 18   Advanced Buffers  601\u003c\/p\u003e\u003cp\u003e \u003c\/p\u003e\u003cp\u003e\u003cb\u003ePart III: The Apocrypha\u003c\/b\u003e\u003c\/p\u003e\u003cp\u003eChapter 19   Wiggle: OpenGL on Windows  641\u003c\/p\u003e\u003cp\u003eChapter 20   OpenGL on Mac OS X  685\u003c\/p\u003e\u003cp\u003eChapter 21   OpenGL on Linux  713\u003c\/p\u003e\u003cp\u003eChapter 22   OpenGL ES — OpenGL on the Small  735\u003c\/p\u003e\u003cp\u003e \u003c\/p\u003e\u003cp\u003eAppendix A    Further Reading\/References  773\u003c\/p\u003e\u003cp\u003eAppendix B    Glossary  777\u003c\/p\u003e\u003cp\u003eAppendix C   API Reference  783\u003c\/p\u003e\u003cp\u003eIndex  1141\u003c\/p\u003e\u003cp\u003e \u003c\/p\u003e","brand":"WoB","offers":[{"title":"GB \/ VERY_GOOD \/ INTERNAL","offer_id":49870375256337,"sku":"GOR004659007","price":16.99,"currency_code":"USD","in_stock":true},{"title":"US \/ GOOD \/ SBYB","offer_id":50761815195921,"sku":"CIN0321498828G","price":6.47,"currency_code":"USD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/0321498828.jpg?v=1786110009","url":"https:\/\/www.worldofbooks.com\/products\/opengl-superbible-book-richard-s-wright-9780321498823","provider":"World of Books ","version":"1.0","type":"link"}