OpenGL superbible: comprehensive tutorial and reference
Gespeichert in:
Hauptverfasser: | , , |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Upper Saddle River, NJ ; Munich [u.a.]
Addison-Wesley
2007
|
Ausgabe: | 4. ed. |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Inhaltsverzeichnis Inhaltsverzeichnis |
Beschreibung: | XXXVI, 1205 S. Ill., graph. Darst. |
ISBN: | 9780321498823 0321498828 |
Internformat
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020 | |a 9780321498823 |c pbk. : alk. paper |9 978-0-321-49882-3 | ||
020 | |a 0321498828 |9 0-321-49882-8 | ||
035 | |a (OCoLC)105460451 | ||
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100 | 1 | |a Wright, Richard S. |e Verfasser |4 aut | |
245 | 1 | 0 | |a OpenGL superbible |b comprehensive tutorial and reference |c Richard S. Wright, Jr., Benjamin Lipshak, Nicholas Haemel |
246 | 1 | 3 | |a Open GL superbible |
250 | |a 4. ed. | ||
264 | 1 | |a Upper Saddle River, NJ ; Munich [u.a.] |b Addison-Wesley |c 2007 | |
300 | |a XXXVI, 1205 S. |b Ill., graph. Darst. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
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650 | 7 | |a Computação gráfica |2 larpcal | |
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700 | 1 | |a Lipchak, Benjamin |e Verfasser |4 aut | |
700 | 1 | |a Haemel, Nicholas |e Verfasser |4 aut | |
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856 | 4 | |u http://www.loc.gov/catdir/toc/ecip0714/2007012602.html |z lizenzfrei |3 Inhaltsverzeichnis | |
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883 | 1 | |8 1\p |a cgwrk |d 20201028 |q DE-101 |u https://d-nb.info/provenance/plan#cgwrk |
Datensatz im Suchindex
_version_ | 1804137189083185152 |
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adam_text | OPENGL S L IIICPPIPI JE ? URCIIDIDLC FOURTH EDITION COMPREHENSIVE
TUTORIAL AND REFERENCE RICHARD S. WRIGHT, JR. BENJAMIN LIPCHAK NICHOLAS
HAEMEL AADDISON-WESLEY UPPER SADDLE RIVER, NJ * BOSTON * INDIANAPOLIS *
SAN FRANCISCO NEW YORK * TORONTO * MONTREAL * LONDON * MUNICH * PARIS *
MADRID CAPETOWN * SYDNEY * TOKYO * SINGAPORE * MEXICO CITY CONTENTS XI
TABLE OF CONTENTS PREFACE XXVII ABOUT THE AUTHORS XXXV INTRODUCTION 1
WHAT S NEW IN THIS EDITION 1 HOW THIS BOOK IS ORGANIZED 2 PART I: THE
OLD TESTAMENT 2 PART II: THE NEW TESTAMENT 4 PART III: THE APOCRYPHA 4
CONVENTIONS USED IN THIS BOOK 5 ABOUT THE COMPANION WEB SITE 5 PART I
THE OLD TESTAMENT 7 1 INTRODUCTION TO 3D GRAPHICS AND OPENGL 9 A BRIEF
HISTORY OF COMPUTER GRAPHICS 9 GOING ELECTRIC 10 GOING 3D 11 A SURVEY OF
3D EFFECTS 14 PERSPECTIVE 14 COLOR AND SHADING 15 LIGHT AND SHADOWS 15
TEXTURE MAPPING 16 FOG 17 BLENDING AND TRANSPARENCY 18 ANTIALIASING 18
COMMON USES FOR 3D GRAPHICS 19 REAL-TIME 3D 19 NON-REAL-TIME 3D 22
SHADERS 22 BASIC 3D PROGRAMMING PRINCIPLES 23 IMMEDIATE MODE AND
RETAINED MODE 23 COORDINATE SYSTEMS 24 PROJECTIONS: GETTING 3D TO 2D 28
SUMMARY 30 XII OPENGL SUPERBIBLE, FOURTH EDITION 2 USING OPENGL 33 WHAT
IS OPENGL? 33 EVOLUTION OF A STANDARD 34 THE API WARS 36 THE FUTURE OF
OPENGL 37 HOW DOES OPENGL WORK? 38 GENERIC IMPLEMENTATIONS 38 HARDWARE
IMPLEMENTATIONS 39 THE PIPELINE 40 OPENGL: AN API, NOT A LANGUAGE 41
STANDARD LIBRARIES AND HEADERS 41 SOME HEADER CUSTOMIZATIONS 42
APISPECIFICS 43 DATA TYPES 44 FUNCTION-NAMING CONVENTIONS 45 PLATFORM
INDEPENDENCE 46 USING GLUT 47 YOUR FIRST PROGRAM 48 DRAWING SHAPES WITH
OPENGL 53 ANIMATION WITH OPENGL AND GLUT 61 DOUBLE BUFFERING 64 THE
OPENGL STATE MACHINE 65 SAVING AND RESTORING STATES 66 OPENGL ERRORS 67
WHEN BAD THINGS HAPPEN TO GOOD CODE 67 IDENTIFYING THE VERSION 68
GETTING A CLUE WITH GLHINT 69 USING EXTENSIONS 69 CHECKING FOR AN
EXTENSION 69 WHOSE EXTENSION IS THIS? 71 SUMMARY 71 3 DRAWING IN SPACE:
GEOMETRIE PRIMITIVES AND BUEFFERS 73 DRAWING POINTS IN 3D 74 SETTING UP A
3D CANVAS 74 A 3D POINT: THE VERTEX 76 DRAW SOMETHING! 77 DRAWING POINTS
78 OUR FIRST EXAMPLE 78 CONTENTS XIII SETTING THE POINT SIZE 81 DRAWING
LINES IN 3D 85 LINE STRIPS AND LOOPS 87 APPROXIMATING CURVES WITH
STRAIGHT LINES 88 SETTING THE LINE WIDTH 89 LINE STIPPLING 91 DRAWING
TRIANGLES IN 3D 94 TRIANGLES: YOUR FIRST POLYGON 94 WINDING 95 TRIANGLE
STRIPS 96 TRIANGLE FANS 97 BUILDING SOLID OBJECTS 98 SETTING POLYGON
COLORS 101 HIDDEN SURFACE REMOVAL 102 CULLING: HIDING SURFACES FOR
PERFORMANCE 104 POLYGON MODES 107 OTHER PRIMITIVES 107 FOUR-SIDED
POLYGONS: QUADS 108 QUAD STRIPS 108 GENERAL POLYGONS 108 FILLING
POLYGONS, OR STIPPLING REVISITED 109 POLYGON CONSTRUCTION RULES 113
SUBDIVISION AND EDGES 114 OTHER BUFFER TRICKS 117 USING BUFFER TARGETS
117 MANIPULATING THE DEPTH BUFFER 119 CUTTING IT OUT WITH SCISSORS 119
USING THE STENCIL BUFFER 121 CREATING THE STENCIL PATTERN 122 SUMMARY
126 4 GEOMETRIE TRANSFORMATIONS: THE PIPELINE 127 IS THIS THE DREADED
MATH CHAPTER? 127 UNDERSTANDING TRANSFORMATIONS 128 EYE COORDINATES 129
VIEWING TRANSFORMATIONS 130 MODELING TRANSFORMATIONS 130 THE MODELVIEW
DUALITY 132 PROJECTION TRANSFORMATIONS 132 VIEWPORT TRANSFORMATIONS 134
XIV OPENGL SUPERBIBLE, FOURTH EDITION THE MATRIX: MATHEMATICAL CURRENCY
FOR 3D GRAPHICS 134 WHAT IS A MATRIX? 134 THE TRANSFORMATION PIPELINE
135 THE MODELVIEW MATRIX 136 THE IDENTITY MATRIX 140 THE MATRIX STACKS
142 A NUCLEAR EXAMPLE 143 USING PROJECTIONS 146 ORTHOGRAPHIE PROJECTIONS
147 PERSPECTIVE PROJECTIONS 148 A FAR-OUT EXAMPLE 151 ADVANCED MATRIX
MANIPULATION 154 LOADING A MATRIX 156 PERFORMING YOUR OWN
TRANSFORMATIONS 157 ADDING TRANSFORMATIONS TOGETHER 160 MOVING AROUND IN
OPENGL USING CAMERAS AND ACTORS 161 AN ACTOR FRAME 161 EULER ANGLES:
USE THE FRAME, LUKE! 163 CAMERA MANAGEMENT 164 BRINGING IT ALL
TOGETHER 165 SUMMARY 171 5 COLOR, MATERIALS, AND LIGHTING: THE BASICS
173 WHAT IS COLOR? 174 LIGHT AS A WAVE 174 LIGHT AS A PARTICLE 175 YOUR
PERSONAL PHOTON DETECTOR 176 THE COMPUTER AS A PHOTON GENERATOR 176 PC
COLOR HARDWARE 177 PC DISPLAY MODES 179 SCREEN RESOLUTION 179 COLOR
DEPTH 179 USING COLOR IN OPENGL 180 THE COLOR CUBE 180 SETTING THE
DRAWING COLOR 182 SHADING 183 SETTING THE SHADING MODEL 185 COLOR IN THE
REAL WORLD 186 AMBIENT LIGHT 187 DIFFUSE LIGHT 188 SPECULAR LIGHT 188
PUTTING IT ALL TOGETHER 189 MATERIALS IN THE REAL WORLD 190 MATERIAL
PROPERTIES 190 ADDING LIGHT TO MATERIALS 190 CALCULATING AMBIENT LIGHT
EFFECTS 190 DIFFUSE AND SPECULAR EFFECTS 191 ADDING LIGHT TO A SCENE 192
ENABLING THE LIGHTING 192 SETTING UP COSMIC BACKGROUND RADIATION 192
SETTING MATERIAL PROPERTIES 193 USING A LIGHT SOURCE 196 WHICH WAY IS
UP? 197 SURFACE NORMALS 197 SPECIFYING A NORMAL 198 UNIT NORMALS 201
FINDING A NORMAL 202 SETTING UP A SOURCE 203 SETTING THE MATERIAL
PROPERTIES 205 SPECIFYING THE POLYGONS 205 LIGHTING EFFECTS 207 SPECULAR
HIGHLIGHTS 207 SPECULAR LIGHT 208 SPECULAR REFLECTANCE 208 SPECULAR
EXPONENT 209 NORMAL AVERAGING 211 PUTTING IT ALL TOGETHER 213 CREATING A
SPOTLIGHT 214 DRAWING A SPOTLIGHT 216 SHADOWS 221 WHAT IS A SHADOW? 222
SQUISHCODE 223 A SHADOW EXAMPLE 223 SPHERE WORLD REVISITED 227 SUMMARY
227 XVI OPENGL SUPERBIBLE, FOURTH EDITION 6 MORE ON COLORS AND MATERIALS
229 BLENDING 229 COMBINING COLORS 230 CHANGING THE BLENDING EQUATION 234
ANTIALIASING 234 MULTISAMPLE 238 APPLYING FOG 240 FOG EQUATIONS 242 FOG
COORDINATES 244 ACCUMULATION BUFFER 244 OTHER COLOR OPERATIONS 248 COLOR
MASKING 248 COLOR LOGICAL OPERATIONS 248 ALPHA TESTING 249 DITHERING 250
SUMMARY 250 7 IMAGING WITH OPENGL 251 BITMAPS 252 BITMAPPED DATA 253 THE
RASTER POSITION 256 PIXEL PACKING 257 PIXMAPS 258 PACKED PIXEL FORMATS
260 A MORE COLORFUL EXAMPLE 261 MOVING PIXELS AROUND 265 SAVING PIXELS
266 MORE FUN WITH PIXELS 268 PIXEL ZOOM 275 PIXEL TRANSFER 277 PIXEL
MAPPING 281 THE IMAGING SUBSET AND PIPELINE 283 COLOR MATRIX 288 COLOR
LOOKUP 289 PROXIES 290 OTHER OPERATIONS 291 CONVOLUTIONS 292 HISTOGRAM
297 MINMAX OPERATIONS 301 SUMMARY 301 CONTENTS XVII 8 TEXTURE MAPPING:
THE BASICS 303 LOADING TEXTURES 304 USING THE COLOR BUFFER 307 UPDATING
TEXTURES 307 MAPPING TEXTURES TO GEOMETRY 308 TEXTURE MATRIX 311 A
SIMPLE 2D EXAMPLE 311 TEXTURE ENVIRONMENT 316 TEXTURE PARAMETERS 318
BASIC FILTERING 318 TEXTURE WRAP 320 CARTOONS WITH TEXTURE 321
MIPMAPPING 325 TEXTURE OBJECTS 330 MANAGING MULTIPLE TEXTURES 331
SUMMARY 339 9 TEXTURE MAPPING: BEYOND THE BASICS 341 SECONDARY COLOR 341
ANISOTROPIE FILTERING 344 TEXTURE COMPRESSION 347 COMPRESSING TEXTURES
348 LOADING COMPRESSED TEXTURES 349 TEXTURE COORDINATE GENERATION 350
OBJECT LINEAR MAPPING 354 EYE LINEAR MAPPING 355 SPHERE MAPPING 356 CUBE
MAPPING 357 MULTITEXTURE 362 MULTIPLE TEXTURE COORDINATES 363 A
MULTITEXTURED EXAMPLE 364 TEXTURE COMBINERS 369 POINT SPRITES 371 USING
POINTS 372 TEXTURE APPLICATION 374 POINT PARAMETERS 374 SUMMARY 375
XVIII OPENGL SUPERBIBLE, FOURTH EDITION 10 CURVES AND SURFACES 377
BUILT-IN SURFACES 378 SETTING QUADRIC STATES 379 DRAWING QUADRICS 381
MODELING WITH QUADRICS 385 BEZIER CURVES AND SURFACES 388 PARAMETRIC
REPRESENTATION 388 EVALUATORS 391 NURBS 401 FROM BEZIER TO B-SPLINES 402
KNOTS 402 CREATING A NURBS SURFACE 403 NURBS PROPERTIES 404 DEFINING THE
SURFACE 404 TRIMMING 406 NURBS CURVES 409 TESSELLATION 409 THE
TESSELLATOR 411 TESSELLATOR CALLBACKS 412 SPECIFYING VERTEX DATA 413
PUTTING IT ALL TOGETHER 414 SUMMARY 419 11 IT S ALL ABOUT THE PIPELINE:
FASTER GEOMETRY THROUGHPUT 421 DISPLAY LISTS 422 BATCH PROCESSING 423
PREPROCESSED BATCHES 424 DISPLAY LIST CAVEATS 426 CONVERTING TO DISPLAY
LISTS 426 VERTEX ARRAYS 428 LOADING THE GEOMETRY 432 ENABLING ARRAYS 432
WHERE S THE DATA? 433 PULL THE DATA AND DRAW 434 INDEXED VERTEX ARRAYS
435 VERTEX BUFFER OBJECTS 450 MANAGING AND USING BUFFER OBJECTS 450 BACK
TO THE THUNDERBIRD! 452 SUMMARY 455 CONTENTS XIX 12 INTERACTIVE GRAPHICS
457 SELECTION 458 NAMING YOUR PRIMITIVES 458 WORKING WITH SELECTION MODE
460 THE SELECTION BUFFER 461 PICKING 464 HIERARCHICAL PICKING 466
FEEDBACK 471 THE FEEDBACK BUFFER 471 FEEDBACK DATA 472 PASSTHROUGH
MARKERS 473 A FEEDBACK EXAMPLE 473 LABEL THE OBJECTS FOR FEEDBACK 473
STEP 1: SELECT THE OBJECT 476 STEP 2: GET FEEDBACK ON THE OBJECT 478
SUMMARY 480 13 OCCIUSION QUERIES: WHY DO MORE WORK THAN YOU NEED TO? 481
THE WORLD BEFORE OCCIUSION QUERIES 482 BOUNDING BOXES 485 QUERYING THE
QUERY OBJECT 490 BEST PRACTICES 492 SUMMARY 493 14 DEPTH TEXTURES AND
SHADOWS 495 BETHAT LIGHT 496 FIT THE SCENE TO THE WINDOW 496 NO BEILS OR
WHISTLES, PLEASE 497 A NEW KIND OF TEXTURE 498 SIZE MATTERS 499 DRAW THE
SHADOWS FIRST?! 500 AND THEN THERE WAS LIGHT 501 PROJECTING YOUR SHADOW
MAP: THE WHY 501 PROJECTING YOUR SHADOW MAP: THE HOW 503 THE SHADOW
COMPARISON 505 TWO OUT OF THREE AIN T BAD 509 A FEW WORDS ABOUT POLYGON
OFFSET 510 SUMMARY 511 XX OPENGL SUPERBIBLE, FOURTH EDITION PART II THE
NEW TESTAMENT 513 15 PROGRAMMABLE PIPELINE: THIS ISN T YOUR FATHER S
OPENGL 515 OUT WITH THE OLD 516 FIXED VERTEX PROCESSING 518 FIXED
FRAGMENT PROCESSING 520 IN WITH THE NEW 521 PROGRAMMABLE VERTEX SHADERS
523 FIXED FUNCTIONALITY GLUE 524 PROGRAMMABLE FRAGMENT SHADERS 525
OPENGL SHADING LANGUAGE: A FIRST GLIMPSE 526 MANAGING GLSL SHADERS 528
SHADER OBJECTS 528 PROGRAM OBJECTS 530 VARIABLES 532 BASIC TYPES 532
STRUCTURES 534 ARRAYS 534 QUALIFIERS 535 BUILT-IN VARIABLES 536
EXPRESSIONS 537 OPERATORS 537 ARRAY ACCESS 538 CONSTRUCTORS 538
COMPONENT SELECTORS 540 CONTROLFLOW 541 LOOPS 541 IF/ELSE 542 DISCARD
542 FUNCTIONS 542 SUMMARY 545 16 VERTEX SHADING: DO-IT-YOURSELF
TRANSFORM, LIGHTING, AND TEXGEN 547 GETTING YOUR FEET WET 548 DIFFUSE
LIGHTING 549 SPECULAR LIGHTING 551 IMPROVED SPECULAR LIGHTING 553
PER-VERTEX FOG 557 PER-VERTEX POINT SIZE 560 CUSTOMIZED VERTEX
TRANSFORMATION 561 VERTEX BLENDING 563 SUMMARY 566 17 FRAGMENT SHADING:
EMPOWER YOUR PIXEL PROCESSING 567 COLOR CONVERSION 568 GRAYSCALE 568
SEPIA TONE 569 INVERSION 570 HEAT SIGNATURE 571 PER-FRAGMENT FOG 572
IMAGE PROCESSING 574 BLUR 575 SHARPEN 577 DILATION AND EROSION 578 EDGE
DETECTION 580 LIGHTING 582 DIFFUSE LIGHTING 582 MULTIPLE SPECULAR LIGHTS
585 PROCEDURAL TEXTURE MAPPING 587 CHECKERBOARD TEXTURE 588 BEACH BALL
TEXTURE 592 TOY BALL TEXTURE 595 SUMMARY 600 18 ADVANCED BUFFERS 601
PIXEL BUFFER OBJECTS 601 HOWTOUSEPBOS 602 THE BENEFITS OF PBOS 603 PBOS
IN ACTION 604 OH, WHERE IS THE HOME WHERE THE PBOS ROAM? 608 FRAMEBUFFER
OBJECTS 608 HOWTOUSEFBOS 609 OFFSCREEN RENDERING 613 RENDERING TO
TEXTURES 615 MULTIPLE RENDER TARGETS 619 FLOATING-POINT TEXTURES 622
HIGH DYNAMIC RANGE 622 OPENEXR FILE FORMAT 623 TONE MAPPING 626 XXII
OPENGL SUPERBIBLE, FOURTH EDITION MAKING YOUR WHITES WHITER AND YOUR
BRIGHTS BRIGHTER 630 DRAWING THE SCENE 630 BRIGHT PASS 633 GAUSSIAN BLUR
WITH A LITTLE HELP 634 THE SUM IS GREATER THAN ITS PARTS 636 PBOS MAKE A
COMEBACK 638 SUMMARY 638 PART III THE APOCRYPHA 639 19 WIGGLE: OPENGL ON
WINDOWS 641 OPENGL IMPLEMENTATIONS ON WINDOWS 642 GENERIC OPENGL 642
INSTALLABLE CLIENT DRIVER 642 MINI-CLIENT DRIVER 643 MINI-DRIVER 643
OPENGL ON VISTA 644 EXTENDED OPENGL 644 BASIC WINDOWS RENDERING 645 GDI
DEVICE CONTEXTS 646 PIXEL FORMATS 647 THE OPENGL RENDERING CONTEXT 654
PUTTING IT ALL TOGETHER 655 CREATING THE WINDOW 655 USING THE OPENGL
RENDERING CONTEXT 660 OTHER WINDOWS MESSAGES 664 OPENGL AND WINDOWS
FONTS 666 3D FONTS AND TEXT 666 2D FONTS AND TEXT 669 FULL-SCREEN
RENDERING 671 CREATING A FRAMELESS WINDOW 672 CREATING A FULL-SCREEN
WINDOW 672 MULTITHREADED RENDERING 675 OPENGL AND WGL EXTENSIONS 676
SIMPLE EXTENSIONS 677 USING NEW ENTRYPOINTS 678 AUTO-MAGIC EXTENSIONS
679 WGL EXTENSIONS 680 SUMMARY 684 CON 20 OPENGL ON MAC OS X 685 GLUT
686 SETTING UP A GLUT PROJECT 686 APPLICATION FRAMEWORKS 687 DITCHING
COCOA 688 OPENGL WITH CARBON 689 SETTING UP FOR OPENGL 689 BITMAP FONTS
697 OPENGL WITH COCOA 699 CREATING A COCOA PROGRAM 699 WIRING IT ALL
TOGETHER 703 HANG ON A SECOND THERE! 705 FULL-SCREEN RENDERING 706
MANAGING THE DISPLAY 706 AGL FULL-SCREEN SUPPORT 708 SUMMARY 711 21
OPENGL ON LINUX 713 THE BASICS 713 SETUP 714 SETTING UP MESA 715 SETTING
UP HARDWARE DRIVERS 715 MORE SETUP DETAILS 715 SETTING UP GLUT 716
BUILDING OPENGL APPS 716 GLUT 717 GLX*DEALING WITH THE X WINDOWS
INTERFACE 718 DISPLAYS AND X 718 CONFIG MANAGEMENT AND VISUALS 719
WINDOWS AND RENDER SURFACES 723 CONTEXT MANAGEMENT 724 SYNCHRONIZATION
726 GLXSTRINGS 727 THE REST OF GLX 727 PUTTING IT ALL TOGETHER 729
SUMMARY 734 XXIV OPENGL SUPERBIBLE, FOURTH EDITION 22 OPENGL ES: OPENGL
ON THE SMALL 735 OPENGL ON A DIET 735 WHAT S THE ES FOR? 735 A BRIEF
HISTORY 736 WHICH VERSION IS RIGHT FOR YOU? 738 ES 1.0 739 ES 1.1 742 ES
2.0 746 ES SC 752 THE ES ENVIRONMENT 754 APPLICATION DESIGN
CONSIDERATIONS 754 DEALING WITH A LIMITED ENVIRONMENT 755 FIXED-POINT
MATH 756 EGL: A NEW WINDOWING ENVIRONMENT 757 EGL DISPLAYS 758 CREATING
A WINDOW 759 CONTEXT MANAGEMENT 763 PRESENTING BUFFERS AND RENDERING
SYNCHRONIZATION 764 MOREEGLSTUFF 765 NEGOTIATING EMBEDDED ENVIRONMENTS
766 POPULAER OPERATING SYSTEMS 766 EMBEDDED HARDWARE 766 VENDOR-SPECIFIC
EXTENSIONS 767 FOR THE HOME GAMER 767 PUTTING OPENGL ES INTO ACTION 767
SETTING UP THE ENVIRONMENT 768 SETTING UP OPENGL ES STATE 769 RENDERING
770 CLEANING UP 771 SUMMARY 772 A FURTHER READING/REFERENCES 773 OTHER
GOOD OPENGL BOOKS 773 3D GRAPHICS BOOKS 773 WEBSITES 774 CONTENTS XXV B
GLOSSARY 777 C API REFERENCE 783 OVERVIEW OF APPENDIX C 783 INDEX 1141
|
adam_txt |
OPENGL S L IIICPPIPI JE ? URCIIDIDLC FOURTH EDITION COMPREHENSIVE
TUTORIAL AND REFERENCE RICHARD S. WRIGHT, JR. BENJAMIN LIPCHAK NICHOLAS
HAEMEL AADDISON-WESLEY UPPER SADDLE RIVER, NJ * BOSTON * INDIANAPOLIS *
SAN FRANCISCO NEW YORK * TORONTO * MONTREAL * LONDON * MUNICH * PARIS *
MADRID CAPETOWN * SYDNEY * TOKYO * SINGAPORE * MEXICO CITY CONTENTS XI
TABLE OF CONTENTS PREFACE XXVII ABOUT THE AUTHORS XXXV INTRODUCTION 1
WHAT'S NEW IN THIS EDITION 1 HOW THIS BOOK IS ORGANIZED 2 PART I: THE
OLD TESTAMENT 2 PART II: THE NEW TESTAMENT 4 PART III: THE APOCRYPHA 4
CONVENTIONS USED IN THIS BOOK 5 ABOUT THE COMPANION WEB SITE 5 PART I
THE OLD TESTAMENT 7 1 INTRODUCTION TO 3D GRAPHICS AND OPENGL 9 A BRIEF
HISTORY OF COMPUTER GRAPHICS 9 GOING ELECTRIC 10 GOING 3D 11 A SURVEY OF
3D EFFECTS 14 PERSPECTIVE 14 COLOR AND SHADING 15 LIGHT AND SHADOWS 15
TEXTURE MAPPING 16 FOG 17 BLENDING AND TRANSPARENCY 18 ANTIALIASING 18
COMMON USES FOR 3D GRAPHICS 19 REAL-TIME 3D 19 NON-REAL-TIME 3D 22
SHADERS 22 BASIC 3D PROGRAMMING PRINCIPLES 23 IMMEDIATE MODE AND
RETAINED MODE 23 COORDINATE SYSTEMS 24 PROJECTIONS: GETTING 3D TO 2D 28
SUMMARY 30 XII OPENGL SUPERBIBLE, FOURTH EDITION 2 USING OPENGL 33 WHAT
IS OPENGL? 33 EVOLUTION OF A STANDARD 34 THE API WARS 36 THE FUTURE OF
OPENGL 37 HOW DOES OPENGL WORK? 38 GENERIC IMPLEMENTATIONS 38 HARDWARE
IMPLEMENTATIONS 39 THE PIPELINE 40 OPENGL: AN API, NOT A LANGUAGE 41
STANDARD LIBRARIES AND HEADERS 41 SOME HEADER CUSTOMIZATIONS 42
APISPECIFICS 43 DATA TYPES 44 FUNCTION-NAMING CONVENTIONS 45 PLATFORM
INDEPENDENCE 46 USING GLUT 47 YOUR FIRST PROGRAM 48 DRAWING SHAPES WITH
OPENGL 53 ANIMATION WITH OPENGL AND GLUT 61 DOUBLE BUFFERING 64 THE
OPENGL STATE MACHINE 65 SAVING AND RESTORING STATES 66 OPENGL ERRORS 67
WHEN BAD THINGS HAPPEN TO GOOD CODE 67 IDENTIFYING THE VERSION 68
GETTING A CLUE WITH GLHINT 69 USING EXTENSIONS 69 CHECKING FOR AN
EXTENSION 69 WHOSE EXTENSION IS THIS? 71 SUMMARY 71 3 DRAWING IN SPACE:
GEOMETRIE PRIMITIVES AND BUEFFERS 73 DRAWING POINTS IN 3D 74 SETTING UP A
3D CANVAS 74 A 3D POINT: THE VERTEX 76 DRAW SOMETHING! 77 DRAWING POINTS
78 OUR FIRST EXAMPLE 78 CONTENTS XIII SETTING THE POINT SIZE 81 DRAWING
LINES IN 3D 85 LINE STRIPS AND LOOPS 87 APPROXIMATING CURVES WITH
STRAIGHT LINES 88 SETTING THE LINE WIDTH 89 LINE STIPPLING 91 DRAWING
TRIANGLES IN 3D 94 TRIANGLES: YOUR FIRST POLYGON 94 WINDING 95 TRIANGLE
STRIPS 96 TRIANGLE FANS 97 BUILDING SOLID OBJECTS 98 SETTING POLYGON
COLORS 101 HIDDEN SURFACE REMOVAL 102 CULLING: HIDING SURFACES FOR
PERFORMANCE 104 POLYGON MODES 107 OTHER PRIMITIVES 107 FOUR-SIDED
POLYGONS: QUADS 108 QUAD STRIPS 108 GENERAL POLYGONS 108 FILLING
POLYGONS, OR STIPPLING REVISITED 109 POLYGON CONSTRUCTION RULES 113
SUBDIVISION AND EDGES 114 OTHER BUFFER TRICKS 117 USING BUFFER TARGETS
117 MANIPULATING THE DEPTH BUFFER 119 CUTTING IT OUT WITH SCISSORS 119
USING THE STENCIL BUFFER 121 CREATING THE STENCIL PATTERN 122 SUMMARY
126 4 GEOMETRIE TRANSFORMATIONS: THE PIPELINE 127 IS THIS THE DREADED
MATH CHAPTER? 127 UNDERSTANDING TRANSFORMATIONS 128 EYE COORDINATES 129
VIEWING TRANSFORMATIONS 130 MODELING TRANSFORMATIONS 130 THE MODELVIEW
DUALITY 132 PROJECTION TRANSFORMATIONS 132 VIEWPORT TRANSFORMATIONS 134
XIV OPENGL SUPERBIBLE, FOURTH EDITION THE MATRIX: MATHEMATICAL CURRENCY
FOR 3D GRAPHICS 134 WHAT IS A MATRIX? 134 THE TRANSFORMATION PIPELINE
135 THE MODELVIEW MATRIX 136 THE IDENTITY MATRIX 140 THE MATRIX STACKS
142 A NUCLEAR EXAMPLE 143 USING PROJECTIONS 146 ORTHOGRAPHIE PROJECTIONS
147 PERSPECTIVE PROJECTIONS 148 A FAR-OUT EXAMPLE 151 ADVANCED MATRIX
MANIPULATION 154 LOADING A MATRIX 156 PERFORMING YOUR OWN
TRANSFORMATIONS 157 ADDING TRANSFORMATIONS TOGETHER 160 MOVING AROUND IN
OPENGL USING CAMERAS AND ACTORS 161 AN ACTOR FRAME 161 EULER ANGLES:
"USE THE FRAME, LUKE!" 163 CAMERA MANAGEMENT 164 BRINGING IT ALL
TOGETHER 165 SUMMARY 171 5 COLOR, MATERIALS, AND LIGHTING: THE BASICS
173 WHAT IS COLOR? 174 LIGHT AS A WAVE 174 LIGHT AS A PARTICLE 175 YOUR
PERSONAL PHOTON DETECTOR 176 THE COMPUTER AS A PHOTON GENERATOR 176 PC
COLOR HARDWARE 177 PC DISPLAY MODES 179 SCREEN RESOLUTION 179 COLOR
DEPTH 179 USING COLOR IN OPENGL 180 THE COLOR CUBE 180 SETTING THE
DRAWING COLOR 182 SHADING 183 SETTING THE SHADING MODEL 185 COLOR IN THE
REAL WORLD 186 AMBIENT LIGHT 187 DIFFUSE LIGHT 188 SPECULAR LIGHT 188
PUTTING IT ALL TOGETHER 189 MATERIALS IN THE REAL WORLD 190 MATERIAL
PROPERTIES 190 ADDING LIGHT TO MATERIALS 190 CALCULATING AMBIENT LIGHT
EFFECTS 190 DIFFUSE AND SPECULAR EFFECTS 191 ADDING LIGHT TO A SCENE 192
ENABLING THE LIGHTING 192 SETTING UP COSMIC BACKGROUND RADIATION 192
SETTING MATERIAL PROPERTIES 193 USING A LIGHT SOURCE 196 WHICH WAY IS
UP? 197 SURFACE NORMALS 197 SPECIFYING A NORMAL 198 UNIT NORMALS 201
FINDING A NORMAL 202 SETTING UP A SOURCE 203 SETTING THE MATERIAL
PROPERTIES 205 SPECIFYING THE POLYGONS 205 LIGHTING EFFECTS 207 SPECULAR
HIGHLIGHTS 207 SPECULAR LIGHT 208 SPECULAR REFLECTANCE 208 SPECULAR
EXPONENT 209 NORMAL AVERAGING 211 PUTTING IT ALL TOGETHER 213 CREATING A
SPOTLIGHT 214 DRAWING A SPOTLIGHT 216 SHADOWS 221 WHAT IS A SHADOW? 222
SQUISHCODE 223 A SHADOW EXAMPLE 223 SPHERE WORLD REVISITED 227 SUMMARY
227 XVI OPENGL SUPERBIBLE, FOURTH EDITION 6 MORE ON COLORS AND MATERIALS
229 BLENDING 229 COMBINING COLORS 230 CHANGING THE BLENDING EQUATION 234
ANTIALIASING 234 MULTISAMPLE 238 APPLYING FOG 240 FOG EQUATIONS 242 FOG
COORDINATES 244 ACCUMULATION BUFFER 244 OTHER COLOR OPERATIONS 248 COLOR
MASKING 248 COLOR LOGICAL OPERATIONS 248 ALPHA TESTING 249 DITHERING 250
SUMMARY 250 7 IMAGING WITH OPENGL 251 BITMAPS 252 BITMAPPED DATA 253 THE
RASTER POSITION 256 PIXEL PACKING 257 PIXMAPS 258 PACKED PIXEL FORMATS
260 A MORE COLORFUL EXAMPLE 261 MOVING PIXELS AROUND 265 SAVING PIXELS
266 MORE FUN WITH PIXELS 268 PIXEL ZOOM 275 PIXEL TRANSFER 277 PIXEL
MAPPING 281 THE IMAGING "SUBSET" AND PIPELINE 283 COLOR MATRIX 288 COLOR
LOOKUP 289 PROXIES 290 OTHER OPERATIONS 291 CONVOLUTIONS 292 HISTOGRAM
297 MINMAX OPERATIONS 301 SUMMARY 301 CONTENTS XVII 8 TEXTURE MAPPING:
THE BASICS 303 LOADING TEXTURES 304 USING THE COLOR BUFFER 307 UPDATING
TEXTURES 307 MAPPING TEXTURES TO GEOMETRY 308 TEXTURE MATRIX 311 A
SIMPLE 2D EXAMPLE 311 TEXTURE ENVIRONMENT 316 TEXTURE PARAMETERS 318
BASIC FILTERING 318 TEXTURE WRAP 320 CARTOONS WITH TEXTURE 321
MIPMAPPING 325 TEXTURE OBJECTS 330 MANAGING MULTIPLE TEXTURES 331
SUMMARY 339 9 TEXTURE MAPPING: BEYOND THE BASICS 341 SECONDARY COLOR 341
ANISOTROPIE FILTERING 344 TEXTURE COMPRESSION 347 COMPRESSING TEXTURES
348 LOADING COMPRESSED TEXTURES 349 TEXTURE COORDINATE GENERATION 350
OBJECT LINEAR MAPPING 354 EYE LINEAR MAPPING 355 SPHERE MAPPING 356 CUBE
MAPPING 357 MULTITEXTURE 362 MULTIPLE TEXTURE COORDINATES 363 A
MULTITEXTURED EXAMPLE 364 TEXTURE COMBINERS 369 POINT SPRITES 371 USING
POINTS 372 TEXTURE APPLICATION 374 POINT PARAMETERS 374 SUMMARY 375
XVIII OPENGL SUPERBIBLE, FOURTH EDITION 10 CURVES AND SURFACES 377
BUILT-IN SURFACES 378 SETTING QUADRIC STATES 379 DRAWING QUADRICS 381
MODELING WITH QUADRICS 385 BEZIER CURVES AND SURFACES 388 PARAMETRIC
REPRESENTATION 388 EVALUATORS 391 NURBS 401 FROM BEZIER TO B-SPLINES 402
KNOTS 402 CREATING A NURBS SURFACE 403 NURBS PROPERTIES 404 DEFINING THE
SURFACE 404 TRIMMING 406 NURBS CURVES 409 TESSELLATION 409 THE
TESSELLATOR 411 TESSELLATOR CALLBACKS 412 SPECIFYING VERTEX DATA 413
PUTTING IT ALL TOGETHER 414 SUMMARY 419 11 IT'S ALL ABOUT THE PIPELINE:
FASTER GEOMETRY THROUGHPUT 421 DISPLAY LISTS 422 BATCH PROCESSING 423
PREPROCESSED BATCHES 424 DISPLAY LIST CAVEATS 426 CONVERTING TO DISPLAY
LISTS 426 VERTEX ARRAYS 428 LOADING THE GEOMETRY 432 ENABLING ARRAYS 432
WHERE'S THE DATA? 433 PULL THE DATA AND DRAW 434 INDEXED VERTEX ARRAYS
435 VERTEX BUFFER OBJECTS 450 MANAGING AND USING BUFFER OBJECTS 450 BACK
TO THE THUNDERBIRD! 452 SUMMARY 455 CONTENTS XIX 12 INTERACTIVE GRAPHICS
457 SELECTION 458 NAMING YOUR PRIMITIVES 458 WORKING WITH SELECTION MODE
460 THE SELECTION BUFFER 461 PICKING 464 HIERARCHICAL PICKING 466
FEEDBACK 471 THE FEEDBACK BUFFER 471 FEEDBACK DATA 472 PASSTHROUGH
MARKERS 473 A FEEDBACK EXAMPLE 473 LABEL THE OBJECTS FOR FEEDBACK 473
STEP 1: SELECT THE OBJECT 476 STEP 2: GET FEEDBACK ON THE OBJECT 478
SUMMARY 480 13 OCCIUSION QUERIES: WHY DO MORE WORK THAN YOU NEED TO? 481
THE WORLD BEFORE OCCIUSION QUERIES 482 BOUNDING BOXES 485 QUERYING THE
QUERY OBJECT 490 BEST PRACTICES 492 SUMMARY 493 14 DEPTH TEXTURES AND
SHADOWS 495 BETHAT LIGHT 496 FIT THE SCENE TO THE WINDOW 496 NO BEILS OR
WHISTLES, PLEASE 497 A NEW KIND OF TEXTURE 498 SIZE MATTERS 499 DRAW THE
SHADOWS FIRST?! 500 AND THEN THERE WAS LIGHT 501 PROJECTING YOUR SHADOW
MAP: THE "WHY" 501 PROJECTING YOUR SHADOW MAP: THE "HOW" 503 THE SHADOW
COMPARISON 505 TWO OUT OF THREE AIN'T BAD 509 A FEW WORDS ABOUT POLYGON
OFFSET 510 SUMMARY 511 XX OPENGL SUPERBIBLE, FOURTH EDITION PART II THE
NEW TESTAMENT 513 15 PROGRAMMABLE PIPELINE: THIS ISN'T YOUR FATHER'S
OPENGL 515 OUT WITH THE OLD 516 FIXED VERTEX PROCESSING 518 FIXED
FRAGMENT PROCESSING 520 IN WITH THE NEW 521 PROGRAMMABLE VERTEX SHADERS
523 FIXED FUNCTIONALITY GLUE 524 PROGRAMMABLE FRAGMENT SHADERS 525
OPENGL SHADING LANGUAGE: A FIRST GLIMPSE 526 MANAGING GLSL SHADERS 528
SHADER OBJECTS 528 PROGRAM OBJECTS 530 VARIABLES 532 BASIC TYPES 532
STRUCTURES 534 ARRAYS 534 QUALIFIERS 535 BUILT-IN VARIABLES 536
EXPRESSIONS 537 OPERATORS 537 ARRAY ACCESS 538 CONSTRUCTORS 538
COMPONENT SELECTORS 540 CONTROLFLOW 541 LOOPS 541 IF/ELSE 542 DISCARD
542 FUNCTIONS 542 SUMMARY 545 16 VERTEX SHADING: DO-IT-YOURSELF
TRANSFORM, LIGHTING, AND TEXGEN 547 GETTING YOUR FEET WET 548 DIFFUSE
LIGHTING 549 SPECULAR LIGHTING 551 IMPROVED SPECULAR LIGHTING 553
PER-VERTEX FOG 557 PER-VERTEX POINT SIZE 560 CUSTOMIZED VERTEX
TRANSFORMATION 561 VERTEX BLENDING 563 SUMMARY 566 17 FRAGMENT SHADING:
EMPOWER YOUR PIXEL PROCESSING 567 COLOR CONVERSION 568 GRAYSCALE 568
SEPIA TONE 569 INVERSION 570 HEAT SIGNATURE 571 PER-FRAGMENT FOG 572
IMAGE PROCESSING 574 BLUR 575 SHARPEN 577 DILATION AND EROSION 578 EDGE
DETECTION 580 LIGHTING 582 DIFFUSE LIGHTING 582 MULTIPLE SPECULAR LIGHTS
585 PROCEDURAL TEXTURE MAPPING 587 CHECKERBOARD TEXTURE 588 BEACH BALL
TEXTURE 592 TOY BALL TEXTURE 595 SUMMARY 600 18 ADVANCED BUFFERS 601
PIXEL BUFFER OBJECTS 601 HOWTOUSEPBOS 602 THE BENEFITS OF PBOS 603 PBOS
IN ACTION 604 OH, WHERE IS THE HOME WHERE THE PBOS ROAM? 608 FRAMEBUFFER
OBJECTS 608 HOWTOUSEFBOS 609 OFFSCREEN RENDERING 613 RENDERING TO
TEXTURES 615 MULTIPLE RENDER TARGETS 619 FLOATING-POINT TEXTURES 622
HIGH DYNAMIC RANGE 622 OPENEXR FILE FORMAT 623 TONE MAPPING 626 XXII
OPENGL SUPERBIBLE, FOURTH EDITION MAKING YOUR WHITES WHITER AND YOUR
BRIGHTS BRIGHTER 630 DRAWING THE SCENE 630 BRIGHT PASS 633 GAUSSIAN BLUR
WITH A LITTLE HELP 634 THE SUM IS GREATER THAN ITS PARTS 636 PBOS MAKE A
COMEBACK 638 SUMMARY 638 PART III THE APOCRYPHA 639 19 WIGGLE: OPENGL ON
WINDOWS 641 OPENGL IMPLEMENTATIONS ON WINDOWS 642 GENERIC OPENGL 642
INSTALLABLE CLIENT DRIVER 642 MINI-CLIENT DRIVER 643 MINI-DRIVER 643
OPENGL ON VISTA 644 EXTENDED OPENGL 644 BASIC WINDOWS RENDERING 645 GDI
DEVICE CONTEXTS 646 PIXEL FORMATS 647 THE OPENGL RENDERING CONTEXT 654
PUTTING IT ALL TOGETHER 655 CREATING THE WINDOW 655 USING THE OPENGL
RENDERING CONTEXT 660 OTHER WINDOWS MESSAGES 664 OPENGL AND WINDOWS
FONTS 666 3D FONTS AND TEXT 666 2D FONTS AND TEXT 669 FULL-SCREEN
RENDERING 671 CREATING A FRAMELESS WINDOW 672 CREATING A FULL-SCREEN
WINDOW 672 MULTITHREADED RENDERING 675 OPENGL AND WGL EXTENSIONS 676
SIMPLE EXTENSIONS 677 USING NEW ENTRYPOINTS 678 AUTO-MAGIC EXTENSIONS
679 WGL EXTENSIONS 680 SUMMARY 684 CON 20 OPENGL ON MAC OS X 685 GLUT
686 SETTING UP A GLUT PROJECT 686 APPLICATION FRAMEWORKS 687 DITCHING
COCOA 688 OPENGL WITH CARBON 689 SETTING UP FOR OPENGL 689 BITMAP FONTS
697 OPENGL WITH COCOA 699 CREATING A COCOA PROGRAM 699 WIRING IT ALL
TOGETHER 703 HANG ON A SECOND THERE! 705 FULL-SCREEN RENDERING 706
MANAGING THE DISPLAY 706 AGL FULL-SCREEN SUPPORT 708 SUMMARY 711 21
OPENGL ON LINUX 713 THE BASICS 713 SETUP 714 SETTING UP MESA 715 SETTING
UP HARDWARE DRIVERS 715 MORE SETUP DETAILS 715 SETTING UP GLUT 716
BUILDING OPENGL APPS 716 GLUT 717 GLX*DEALING WITH THE X WINDOWS
INTERFACE 718 DISPLAYS AND X 718 CONFIG MANAGEMENT AND VISUALS 719
WINDOWS AND RENDER SURFACES 723 CONTEXT MANAGEMENT 724 SYNCHRONIZATION
726 GLXSTRINGS 727 THE REST OF GLX 727 PUTTING IT ALL TOGETHER 729
SUMMARY 734 XXIV OPENGL SUPERBIBLE, FOURTH EDITION 22 OPENGL ES: OPENGL
ON THE SMALL 735 OPENGL ON A DIET 735 WHAT'S THE ES FOR? 735 A BRIEF
HISTORY 736 WHICH VERSION IS RIGHT FOR YOU? 738 ES 1.0 739 ES 1.1 742 ES
2.0 746 ES SC 752 THE ES ENVIRONMENT 754 APPLICATION DESIGN
CONSIDERATIONS 754 DEALING WITH A LIMITED ENVIRONMENT 755 FIXED-POINT
MATH 756 EGL: A NEW WINDOWING ENVIRONMENT 757 EGL DISPLAYS 758 CREATING
A WINDOW 759 CONTEXT MANAGEMENT 763 PRESENTING BUFFERS AND RENDERING
SYNCHRONIZATION 764 MOREEGLSTUFF 765 NEGOTIATING EMBEDDED ENVIRONMENTS
766 POPULAER OPERATING SYSTEMS 766 EMBEDDED HARDWARE 766 VENDOR-SPECIFIC
EXTENSIONS 767 FOR THE HOME GAMER 767 PUTTING OPENGL ES INTO ACTION 767
SETTING UP THE ENVIRONMENT 768 SETTING UP OPENGL ES STATE 769 RENDERING
770 CLEANING UP 771 SUMMARY 772 A FURTHER READING/REFERENCES 773 OTHER
GOOD OPENGL BOOKS 773 3D GRAPHICS BOOKS 773 WEBSITES 774 CONTENTS XXV B
GLOSSARY 777 C API REFERENCE 783 OVERVIEW OF APPENDIX C 783 INDEX 1141 |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Wright, Richard S. Lipchak, Benjamin Haemel, Nicholas |
author_facet | Wright, Richard S. Lipchak, Benjamin Haemel, Nicholas |
author_role | aut aut aut |
author_sort | Wright, Richard S. |
author_variant | r s w rs rsw b l bl n h nh |
building | Verbundindex |
bvnumber | BV022947631 |
callnumber-first | T - Technology |
callnumber-label | T385 |
callnumber-raw | T385 |
callnumber-search | T385 |
callnumber-sort | T 3385 |
callnumber-subject | T - General Technology |
classification_rvk | ST 321 |
ctrlnum | (OCoLC)105460451 (DE-599)BVBBV022947631 |
dewey-full | 006.6/6 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 006 - Special computer methods |
dewey-raw | 006.6/6 |
dewey-search | 006.6/6 |
dewey-sort | 16.6 16 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
discipline_str_mv | Informatik |
edition | 4. ed. |
format | Book |
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illustrated | Illustrated |
index_date | 2024-07-02T19:00:34Z |
indexdate | 2024-07-09T21:08:20Z |
institution | BVB |
isbn | 9780321498823 0321498828 |
language | English |
lccn | 2007012602 |
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spelling | Wright, Richard S. Verfasser aut OpenGL superbible comprehensive tutorial and reference Richard S. Wright, Jr., Benjamin Lipshak, Nicholas Haemel Open GL superbible 4. ed. Upper Saddle River, NJ ; Munich [u.a.] Addison-Wesley 2007 XXXVI, 1205 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier OpenGL Computação gráfica larpcal Computer graphics OpenGL (DE-588)4391716-1 gnd rswk-swf Computergrafik (DE-588)4010450-3 gnd rswk-swf OpenGL (DE-588)4391716-1 s Computergrafik (DE-588)4010450-3 s 1\p DE-604 Lipchak, Benjamin Verfasser aut Haemel, Nicholas Verfasser aut http://www.gbv.de/dms/ilmenau/toc/526730250.PDF lizenzfrei Inhaltsverzeichnis http://www.loc.gov/catdir/toc/ecip0714/2007012602.html lizenzfrei Inhaltsverzeichnis GBV Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016152166&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Wright, Richard S. Lipchak, Benjamin Haemel, Nicholas OpenGL superbible comprehensive tutorial and reference OpenGL Computação gráfica larpcal Computer graphics OpenGL (DE-588)4391716-1 gnd Computergrafik (DE-588)4010450-3 gnd |
subject_GND | (DE-588)4391716-1 (DE-588)4010450-3 |
title | OpenGL superbible comprehensive tutorial and reference |
title_alt | Open GL superbible |
title_auth | OpenGL superbible comprehensive tutorial and reference |
title_exact_search | OpenGL superbible comprehensive tutorial and reference |
title_exact_search_txtP | OpenGL superbible comprehensive tutorial and reference |
title_full | OpenGL superbible comprehensive tutorial and reference Richard S. Wright, Jr., Benjamin Lipshak, Nicholas Haemel |
title_fullStr | OpenGL superbible comprehensive tutorial and reference Richard S. Wright, Jr., Benjamin Lipshak, Nicholas Haemel |
title_full_unstemmed | OpenGL superbible comprehensive tutorial and reference Richard S. Wright, Jr., Benjamin Lipshak, Nicholas Haemel |
title_short | OpenGL superbible |
title_sort | opengl superbible comprehensive tutorial and reference |
title_sub | comprehensive tutorial and reference |
topic | OpenGL Computação gráfica larpcal Computer graphics OpenGL (DE-588)4391716-1 gnd Computergrafik (DE-588)4010450-3 gnd |
topic_facet | OpenGL Computação gráfica Computer graphics Computergrafik |
url | http://www.gbv.de/dms/ilmenau/toc/526730250.PDF http://www.loc.gov/catdir/toc/ecip0714/2007012602.html http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016152166&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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