OpenGL Programming Guide: the official guide to learning OpenGL, Version 2.1
Gespeichert in:
Format: | Buch |
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Sprache: | English |
Veröffentlicht: |
Upper Saddle River, NJ
Addison-Wesley
2008
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Ausgabe: | 6. ed. |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | XLVII, 862 S. graph. Darst. |
ISBN: | 0321481003 9780321481009 |
Internformat
MARC
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020 | |a 9780321481009 |9 978-0-321-48100-9 | ||
035 | |a (OCoLC)836538234 | ||
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084 | |a DAT 754f |2 stub | ||
245 | 1 | 0 | |a OpenGL Programming Guide |b the official guide to learning OpenGL, Version 2.1 |c Dave Shreiner ... |
250 | |a 6. ed. | ||
264 | 1 | |a Upper Saddle River, NJ |b Addison-Wesley |c 2008 | |
300 | |a XLVII, 862 S. |b graph. Darst. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
630 | 0 | 4 | |a OpenGL |
650 | 4 | |a Infographie | |
650 | 4 | |a Computer graphics | |
650 | 0 | 7 | |a OpenGL |0 (DE-588)4391716-1 |2 gnd |9 rswk-swf |
689 | 0 | 0 | |a OpenGL |0 (DE-588)4391716-1 |D s |
689 | 0 | |5 DE-604 | |
700 | 1 | |a Shreiner, Dave |e Sonstige |4 oth | |
856 | 4 | 2 | |m GBV Datenaustausch |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016487343&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
999 | |a oai:aleph.bib-bvb.de:BVB01-016487343 |
Datensatz im Suchindex
_version_ | 1804137632538558464 |
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adam_text | OPENGL 8 PROGRAMMING GUIDE SIXTH EDITION THE OFSSCIAL GUIDE TO LEARNING
OPENGL, VERSION 2.1 OPENGL ARCHITECTURE REVIEW BOARD DAVE SHREINER
MASON WOO JACKIE NEIDER TOM DAVIS /*ADDISON-WESLEY UPPER SADDLE RIVER,
NJ * BOSTON * INDIANAPOLIS * SAN FRANCISCO NEW YORK * TORONTO * MONTREAL
* LONDON * MUNICH * PARIS * MADRID CAPETOWN * SYDNEY * TOKYO * SINGAPORE
* MEXICO CITY CONTENTS FIGURES XXI TABLES XXV EXAMPLES XXIX ABOUTTHIS
GUIDE XXXV WHAT THIS GUIDE CONTAINS XXXV WHAT S NEW IN THIS EDITION
XXXVIII WHAT YOU SHOULD KNOW BEFORE READING THIS GUIDE XXXVIII HOW TO
OBTAIN THE SAMPLE CODE XXXIX NATE ROBINS OPENGL TUTORS XL ERRATA XL
STYLE CONVENTIONS XL ACKNOWLEDGMENTS XLIII 1 . INTRODUCTION TO OPENGL 1
WHAT IS OPENGL? 2 A SMIDGEN OF OPENGL CODE 5 OPENGL COMMAND SYNTAX 7
OPENGL AS A STATE MACHINE 9 OPENGL RENDERING PIPELINE 10 DISPLAY LISTS
11 EVALUATORS 11 PER-VERTEX OPERATIONS 12 VII PRIMITIVE ASSEMBLY 12
PIXEL OPERATIONS 12 TEXTURE ASSEMBLY 13 RASTERIZATION 13 FRAGMENT
OPERATIONS 13 OPENGL-RELATED LIBRARIES 14 INCLUDE FILES 15 GLUT, THE
OPENGL UTILITY TOOLKIT 16 ANIMATION 20 THE REFRESH THAT PAUSES 22 MOTION
= REDRAW + SWAP 23 2. STATE MANAGEMENT AND DRAWING GEOMETRIE OBJECTS 27
A DRAWING SURVIVAL KIT 29 CLEARING THE WINDOW 30 SPECIFYING A COLOR 32
FORCING COMPLETION OF DRAWING 34 COORDINATE SYSTEM SURVIVAL KIT 36
DESCRIBING POINTS, LINES, AND POLYGONS 37 WHAT ARE POINTS, LINES, AND
POLYGONS? 37 SPECIFYING VERTICES 41 OPENGL GEOMETRIE DRAWING PRIMITIVES
42 BASIC STATE MANAGEMENT 48 DISPLAYING POINTS, LINES, AND POLYGONS 50
POINT DETAILS 50 LINE DETAILS 51 POLYGON DETAILS 55 NORMAL VECTORS 63
VERTEX ARRAYS 65 STEP 1: ENABLING ARRAYS 67 STEP 2: SPECIFYING DATA FOR
THE ARRAYS 68 STEP 3: DEREFERENCING AND RENDERING 71 INTERLEAVED ARRAYS
78 BUFFER OBJECTS 82 CREATING BUFFER OBJECTS 82 VIII CONTENTS MAKING A
BUFFER OBJECT ACTIVE 83 ALLOCATING AND INITIALIZING BUFFER OBJECTS WITH
DATA 84 UPDATING DATA VALUES IN BUFFER OBJECTS 86 CLEANING UP BUFFER
OBJECTS 88 USING BUFFER OBJECTS WITH VERTEX-ARRAY DATA 88 ATTRIBUTE
GROUPS 91 SOME HINTS FOR BUILDING POLYGONAL MODELS OF SURFACES 94 AN
EXAMPLE: BUILDING AN ICOSAHEDRON 96 3. VIEWING 103 OVERVIEW: THE CAMERA
ANALOGY 106 A SIMPLE EXAMPLE: DRAWING A CUBE 109 GENERAL-PURPOSE
TRANSFORMATION COMMANDS 114 VIEWING AND MODELING TRANSFORMATIONS 117
THINKING ABOUT TRANSFORMATIONS 117 MODELING TRANSFORMATIONS 120 VIEWING
TRANSFORMATIONS 126 PROJECTION TRANSFORMATIONS 133 PERSPECTIVE
PROJECTION 133 ORTHOGRAPHIE PROJECTION 136 VIEWING VOLUME CLIPPING 138
VIEWPORT TRANSFORMATION 138 DEFINING THE VIEWPORT 139 THE TRANSFORMED
DEPTH COORDINATE 141 TROUBLESHOOTING TRANSFORMATIONS 142 MANIPULATING
THE MATRIX STACKS 145 THE MODELVIEW MATRIX STACK 148 THE PROJECTION
MATRIX STACK 148 ADDITIONAL CLIPPING PLANES 149 EXAMPLES OF COMPOSING
SEVERAL TRANSFORMATIONS 152 BUILDING A SOLAR SYSTEM 153 BUILDING AN
ARTICULATED ROBOT ARM 156 REVERSING OR MIMICKING TRANSFORMATIONS 160
CONTENTS IX 4. COLOR 165 COLOR PERCEPTION 166 COMPUTER COLOR 168 RGBA
VERSUS COLOR-INDEX MODE 170 RGBA DISPLAY MODE 171 COLOR-INDEX DISPLAY
MODE 173 CHOOSING BETWEEN RGBA AND COLOR-INDEX MODE 175 CHANGING BETWEEN
DISPLAY MODES 176 SPECIFYING A COLOR AND A SHADING MODEL 176 SPECIFYING
A COLOR IN RGBA MODE 177 SPECIFYING A COLOR IN COLOR-INDEX MODE 178
SPECIFYING A SHADING MODEL 179 5. LIGHTING 183 A HIDDEN-SURFACE REMOVAL
SURVIVAL KIT 185 REAL-WORLD AND OPENGL LIGHTING 187 AMBIENT, DIFFUSE,
SPECULAR, AND EMISSIVE LIGHT 188 MATERIAL COLORS 189 RGB VALUES FOR
LIGHTS AND MATERIALS 189 A SIMPLE EXAMPLE: RENDERING A LIT SPHERE 190
CREATING LIGHT SOURCES 194 COLOR 196 POSITION AND ATTENUATION 197
SPOTLIGHTS 199 MULTIPLE LIGHTS 200 CONTROLLING A LIGHT S POSITION AND
DIRECTION 201 SELECTING A LIGHTING MODEL 207 GLOBAL AMBIENT LIGHT 208
LOCAL OR INFINITE VIEWPOINT 209 TWO-SIDED LIGHTING 209 SECONDARY
SPECULAR COLOR 210 ENABLING LIGHTING 211 DEFINING MATERIAL PROPERTIES
211 DIFFUSE AND AMBIENT REFLECTION 213 SPECULAR REFLECTION 214 EMISSION
214 CHANGING MATERIAL PROPERTIES 215 COLOR MATERIAL MODE 217 THE
MATHEMATICS OF LIGHTING 220 MATERIAL EMISSION 221 SCALED GLOBAL AMBIENT
LIGHT 222 CONTRIBUTIONS FROM LIGHT SOURCES 222 PUTTING IT ALL TOGETHER
224 SECONDARY SPECULAR COLOR 225 LIGHTING IN COLOR-INDEX MODE 226 THE
MATHEMATICS OF COLOR-INDEX MODE LIGHTING 22 7 6. BLENDING, ANTIALIASING,
FOG, AND POLYGON OFFSET 229 BLENDING 231 THE SOURCE AND DESTINATION
FACTORS 232 ENABLING BLENDING 235 COMBINING PIXELS USING BLENDING
EQUATIONS 235 SAMPLE USES OF BLENDING 238 A BLENDING EXAMPLE 240
THREE-DIMENSIONAL BLENDING WITH THE DEPTH BUFFER 243 ANTIALIASING 247
ANTIALIASING POINTS OR LINES 249 ANTIALIASING GEOMETRIE PRIMITIVES WITH
MULTISAMPLING 255 ANTIALIASING POLYGONS 259 FOG 261 USING FOG 261 FOG
EQUATIONS 264 POINT PARAMETERS 271 POLYGON OFFSET 274 7. DISPLAY LISTS
277 WHY USE DISPLAY LISTS? 278 AN EXAMPLE OF USING A DISPLAY LIST 279
DISPLAY LIST DESIGN PHILOSOPHY 282 CREATING AND EXECUTING A DISPLAY LIST
285 NAMING AND CREATING A DISPLAY LIST 286 WHAT S STORED IN A DISPLAY
LIST? 287 EXECUTING A DISPLAY LIST 289 HIERARCHICAL DISPLAY LISTS 290
MANAGING DISPLAY LIST INDICES 291 EXECUTING MULTIPLE DISPLAY LISTS 292
MANAGING STATE VARIABLES WITH DISPLAY LISTS 297 ENCAPSULATING MODE
CHANGES 299 8. DRAWING PIXELS, BITMAPS, FONTS, AND IMAGES 301 BITMAPS
AND FONTS 303 THE CURRENT RASTER POSITION 305 DRAWING THE BITMAP 306
CHOOSING A COLOR FOR THE BITMAP 308 FONTS AND DISPLAY LISTS 309 DEFINING
AND USING A COMPLETE FONT 310 IMAGES 312 READING, WRITING, AND COPYING
PIXEL DATA 313 IMAGING PIPELINE 321 PIXEL PACKING AND UNPACKING 324
CONTROLLING PIXEL-STORAGE MODES 325 PIXEL-TRANSFER OPERATIONS 330 PIXEL
MAPPING 333 MAGNIFYING, REDUCING, OR FLIPPINGAN IMAGE 334 READING AND
DRAWING PIXEL RECTANGLES 337 THE PIXEL RECTANGLE DRAWING PROCESS 338
USING BUFFER OBJECTS WITH PIXEL RECTANGLE DATA 341 USING BUFFER OBJECTS
TO TRANSFER PIXEL DATA 342 USING BUFFER OBJECTS TO RETRIEVE PIXEL DATA
344 TIPS FOR IMPROVING PIXEL DRAWING RATES 345 IMAGING SUBSET 346 COLOR
TABLES 348 CONVOLUTIONS 353 COLOR MATRIX 361 HISTOGRAM 363 MINMAX 366
XII CONTENTS 9. TEXTURE MAPPING 369 AN OVERVIEW AND AN EXAMPLE 375 STEPS
IN TEXTURE MAPPING 375 A SAMPLE PROGRAM 377 SPECIFYING THE TEXTURE 380
TEXTURE PROXY 385 REPLACING ALL OR PART OF A TEXTURE IMAGE 387
ONE-DIMENSIONAL TEXTURES 390 THREE-DIMENSIONAL TEXTURES 392 COMPRESSED
TEXTURE IMAGES 397 USING A TEXTURE S BORDERS 400 MIPMAPS: MULTIPLE
LEVELS OF DETAIL 400 FILTERING 411 TEXTURE OBJECTS 414 NAMING A TEXTURE
OBJECT 415 CREATING AND USING TEXTURE OBJECTS 415 CLEANING UP TEXTURE
OBJECTS 418 A WORKING SET OF RESIDENT TEXTURES 419 TEXTURE FUNCTIONS 421
ASSIGNING TEXTURE COORDINATES 425 COMPUTING APPROPRIATE TEXTURE
COORDINATES 427 REPEATING AND CLAMPING TEXTURES 428 AUTOMATIC
TEXTURE-COORDINATE GENERATION 434 CREATING CONTOURS 435 SPHERE MAP 439
CUBE MAP TEXTURES 441 MULTITEXTURING 443 TEXTURE COMBINER FUNCTIONS 449
THE INTERPOLATION COMBINER FUNCTION 453 APPLYING SECONDARY COLOR AFTER
TEXTURING 455 SECONDARY COLOR WHEN LIGHTING IS DISABLED 455 SECONDARY
SPECULAR COLOR WHEN LIGHTING IS ENABLED 455 POINT SPRITES 456 THE
TEXTURE MATRIX STACK 457 DEPTH TEXTURES 459 CREATING A SHADOW MAP 460
GENERATING TEXTURE COORDINATES AND RENDERING 461 CONTENTS XUEI 10. THE
FRAMEBUFFER 465 BUFFERS AND THEIR USES 468 COLOR BUFFERS 469 CLEARING
BUFFERS 470 SELECTING COLOR BUFFERS FOR WRITING AND READING 471 MASKING
BUFFERS 473 TESTING AND OPERATING ON FRAGMENTS 475 SCISSOR TEST 476
ALPHA TEST 476 STENCILTEST 478 DEPTHTEST 483 OCCLUSION QUERY 484
BLENDING, DITHERING, AND LOGICAL OPERATIONS 487 THE ACCUMULATION BUFFER
490 SCENE ANTIALIASING 491 MOTION BLUR 497 DEPTHOFFIELD 497 SOFTSHADOWS
502 JITTERING 502 11. TESSELLATORS AND QUADRICS 505 POLYGON TESSELLATION
506 CREATING A TESSELLATION OBJECT 508 TESSELLATION CALLBACK ROUTINES
508 TESSELLATION PROPERTIES 513 POLYGON DEFINITION 518 DELETING A
TESSELLATION OBJECT 521 TESSELLATION PERFORMANCE TIPS 521 DESCRIBING GLU
ERRORS 522 BACKWARD COMPATIBILITY 522 QUADRICS: RENDERING SPHERES,
CYLINDERS, AND DISKS 523 MANAGING QUADRICS OBJECTS 524 CONTROLLING
QUADRICS ATTRIBUTES 525 QUADRICS PRIMITIVES 527 CONTENTS 12. EVALUATORS
AND NURBS 533 PREREQUISITES 535 EVALUATORS 536 ONE-DIMENSIONAL
EVALUATORS 536 TWO-DIMENSIONAL EVALUATORS 542 USING EVALUATORS FOR
TEXTURES 548 THE GLU NURBS INTERFACE 550 A SIMPLE NURBS EXAMPLE 550
MANAGING A NURBS OBJECT 555 CREATING A NURBS CURVE OR SURFACE 559
TRIMMING A NURBS SURFACE 565 13. SELECTION AND FEEDBACK 569 SELECTION
570 THE BASIC STEPS 571 CREATING THE NAME STACK 572 THEHITRECORD 574 A
SELECTION EXAMPLE 575 PICKING 578 HINTS FOR WRITING A PROGRAM THAT USES
SELECTION 589 FEEDBACK 591 THE FEEDBACK ARRAY 593 USING MARKERS IN
FEEDBACK MODE 594 A FEEDBACK EXAMPLE 594 14. NOW THAT YOU KNOW 599 ERROR
HANDLING 601 WHICH VERSION AM I USING? 603 UTILITY LIBRARY VERSION 604
WINDOW SYSTEM EXTENSION VERSIONS 605 EXTENSIONS TO THE STANDARD 605
EXTENSIONS TO THE STANDARD FOR MICROSOFT WINDOWS (WGL) 607 CHEESY
TRANSLUCENCY 608 AN EASY FADE EFFECT 608 OBJECT SELECTION USING THE BACK
BUFFER 610 CHEAP IMAGE TRANSFORMATION 611 DISPLAYING LAYERS 612
ANTIALIASED CHARACTERS 613 DRAWING ROUND POINTS 616 INTERPOLATING IMAGES
616 MAKING DECALS 616 DRAWING FILLED, CONCAVE POLYGONS USING THE STENCIL
BUFFER 618 FINDING INTERFERENCE REGIONS 619 SHADOWS 621 HIDDEN-LINE
REMOVAL 622 HIDDEN-LINE REMOVAL WITH POLYGON OFFSET 622 HIDDEN-LINE
REMOVAL WITH THE STENCIL BUFFER 623 TEXTURE MAPPING APPLICATIONS 624
DRAWING DEPTH-BUFFERED IMAGES 625 DIRICHLET DOMAINS 625 LIFE IN THE
STENCIL BUFFER 627 ALTERNATIVE USES FOR GLDRAWPIXELS() AND
GLCOPYPIXELS() 628 15. THE OPENGL SHADING LANGUAGE 631 THE OPENGL
GRAPHICS PIPELINE AND PROGRAMMABLE SHADING 632 VERTEX PROCESSING 633
FRAGMENT PROCESSING 635 USING GLSL SHADERS 636 A SAMPLE SHADER 636
OPENGL / GLSL INTERFACE 637 THE OPENGL SHADING LANGUAGE 644 CREATING
SHADERS WITH GLSL 645 THE STARTING POINT 645 DECLARING VARIABLES 645
AGGREGATE TYPES 647 COMPUTATIONAL INVARIANCE 656 STATEMENTS 656
FUNCTIONS 660 USING OPENGL STATE VALUES IN GLSL PROGRAMS 661 XVI
CONTENTS ACCESSING TEXTURE MAPS IN SHADERS 661 SHADER PREPROCESSOR 664
PREPROCESSOR DIRECTIVES 664 MACRO DEFINITION 665 PREPROCESSOR
CONDITIONALS 666 COMPILER CONTROL 666 EXTENSION PROCESSING 667 VERTEX
SHADER SPECIFICS 668 FRAGMENT SHADERS 675 A. ORDER OF OPERATIONS 679
OVERVIEW 680 GEOMETRIE OPERATIONS 681 PER-VERTEX OPERATIONS 681
PRIMITIVE ASSEMBLY 682 PIXEL OPERATIONS 682 TEXTURE MEMORY 683 FRAGMENT
OPERATIONS 683 ODDSANDENDS 684 B. STATE VARIABLES 685 THE QUERY COMMANDS
686 OPENGL STATE VARIABLES 688 CURRENT VALUES AND ASSOCIATED DATA 690
VERTEX ARRAY 691 TRANSFORMATION 697 COLORING 699 LIGHTING 700
RASTERIZATION 702 MULTISAMPLING 705 TEXTURING 706 PIXEL OPERATIONS 712
FRAMEBUFFER CONTROL 715 PIXELS 716 EVALUATORS 722 SHADER OBJECT STATE
723 PROGRAM OBJECT STATE 724 VERTEX SHADER STATE 726 HINTS 726
IMPLEMENTATION-DEPENDENT VALUES 727 IMPLEMENTATION-DEPENDENT PIXEL
DEPTHS 733 MISCELLANEOUS 733 C. OPENGL AND WINDOW SYSTEMS 735 ACCESSING
NEW OPENGL FUNCTIONS 736 GLX: OPENGL EXTENSION FOR THE X WINDOW SYSTEM
737 INITIALIZATION 738 CONTROLLING RENDERING 739 GLX PROTOTYPES 741 AGL:
OPENGL EXTENSIONS FOR THE APPLE MACINTOSH 744 INITIALIZATION 744
RENDERING AND CONTEXTS 745 MANAGING AN OPENGL RENDERING CONTEXT 745
ON-SCREEN RENDERING 745 OFF-SCREEN RENDERING 746 FULL-SCREEN RENDERING
746 SWAPPING BUFFERS 746 UPDATING THE RENDERING BUFFERS 746 USING AN
APPLE MACINTOSH FONT 746 ERROR HANDLING 747 AGL PROTOTYPES 747 PGL:
OPENGL EXTENSION FOR IBM OS/2 WARP 749 INITIALIZATION 749 CONTROLLING
RENDERING 750 PGL PROTOTYPES 751 WGL: OPENGL EXTENSION FOR MICROSOFT
WINDOWS 95/98/NT/ME/2000/XP 753 INITIALIZATION 753 CONTROLLING RENDERING
754 WGL PROTOTYPES 755 CONTENTS D. BASICS OF GLUT: THE OPENGL UTILITY
TOOLKIT 759 INITIALIZING AND CREATING A WINDOW 760 HANDLING WINDOW AND
INPUT EVENTS 761 LOADING THE COLOR MAP 763 INITIALIZING AND DRAWING
THREE-DIMENSIONAL OBJECTS 763 MANAGING A BACKGROUND PROCESS 765 RUNNING
THE PROGRAM 765 E. CALCULATING NORMAL VECTORS 767 FINDING NORMALS FOR
ANALYTIC SURFACES 769 FINDING NORMALS FROM POLYGONAL DATA 771 F.
HOMOGENEOUS COORDINATES AND TRANSFORMATION MATRICES 773 HOMOGENEOUS
COORDINATES 774 TRANSFORMING VERTICES 774 TRANSFORMING NORMALS 775
TRANSFORMATION MATRICES 775 TRANSLATION 776 SCALING 776 ROTATION 776
PERSPECTIVE PROJECTION 777 ORTHOGRAPHIE PROJECTION 778 G. PROGRAMMING
TIPS 779 OPENGL CORRECTNESS TIPS 780 OPENGL PERFORMANCE TIPS 782 GLXTIPS
784 H. OPENGL INVARIANCE 785 I. BUILT-IN OPENGL SHADING LANGUAGE
VARIABLES AND FUNCTIONS 789 VARIABLES 790 VERTEX SHADER INPUT ATTRIBUTES
VARIABLES 790 VERTEX SHADER SPECIAL OUTPUT VARIABLES 790 VERTEX SHADER
OUTPUT VARYING VARIABLES 791 CONTENTS XIX BUILT-IN IMPLEMENTATION
CONSTANTS 792 BUILT-IN UNIFORM STATE VARIABLES 793 BUILT-IN FUNCTIONS
802 ANGLE CONVERSION AND TRIGONOMETRIE FUNCTIONS 802 TRANSCENDENTAL
FUNCTIONS 803 BASIC NUMERICAL FUNCTIONS 804 VECTOR-OPERATION FUNCTIONS
805 MATRIX FUNCTIONS 806 VECTOR-COMPONENT RELATIONAL FUNCTIONS 807
TEXTURE LOOKUP FUNCTIONS 808 FRAGMENT PROCESSING FUNCTIONS 813 NOISE
FUNCTIONS 813 GLOSSARY 815 INDEX 837
|
adam_txt |
OPENGL 8 PROGRAMMING GUIDE SIXTH EDITION THE OFSSCIAL GUIDE TO LEARNING
OPENGL, VERSION 2.1 OPENGL ARCHITECTURE REVIEW BOARD DAVE SHREINER
MASON WOO JACKIE NEIDER TOM DAVIS /*ADDISON-WESLEY UPPER SADDLE RIVER,
NJ * BOSTON * INDIANAPOLIS * SAN FRANCISCO NEW YORK * TORONTO * MONTREAL
* LONDON * MUNICH * PARIS * MADRID CAPETOWN * SYDNEY * TOKYO * SINGAPORE
* MEXICO CITY CONTENTS FIGURES XXI TABLES XXV EXAMPLES XXIX ABOUTTHIS
GUIDE XXXV WHAT THIS GUIDE CONTAINS XXXV WHAT'S NEW IN THIS EDITION
XXXVIII WHAT YOU SHOULD KNOW BEFORE READING THIS GUIDE XXXVIII HOW TO
OBTAIN THE SAMPLE CODE XXXIX NATE ROBINS' OPENGL TUTORS XL ERRATA XL
STYLE CONVENTIONS XL ACKNOWLEDGMENTS XLIII 1 . INTRODUCTION TO OPENGL 1
WHAT IS OPENGL? 2 A SMIDGEN OF OPENGL CODE 5 OPENGL COMMAND SYNTAX 7
OPENGL AS A STATE MACHINE 9 OPENGL RENDERING PIPELINE 10 DISPLAY LISTS
11 EVALUATORS 11 PER-VERTEX OPERATIONS 12 VII PRIMITIVE ASSEMBLY 12
PIXEL OPERATIONS 12 TEXTURE ASSEMBLY 13 RASTERIZATION 13 FRAGMENT
OPERATIONS 13 OPENGL-RELATED LIBRARIES 14 INCLUDE FILES 15 GLUT, THE
OPENGL UTILITY TOOLKIT 16 ANIMATION 20 THE REFRESH THAT PAUSES 22 MOTION
= REDRAW + SWAP 23 2. STATE MANAGEMENT AND DRAWING GEOMETRIE OBJECTS 27
A DRAWING SURVIVAL KIT 29 CLEARING THE WINDOW 30 SPECIFYING A COLOR 32
FORCING COMPLETION OF DRAWING 34 COORDINATE SYSTEM SURVIVAL KIT 36
DESCRIBING POINTS, LINES, AND POLYGONS 37 WHAT ARE POINTS, LINES, AND
POLYGONS? 37 SPECIFYING VERTICES 41 OPENGL GEOMETRIE DRAWING PRIMITIVES
42 BASIC STATE MANAGEMENT 48 DISPLAYING POINTS, LINES, AND POLYGONS 50
POINT DETAILS 50 LINE DETAILS 51 POLYGON DETAILS 55 NORMAL VECTORS 63
VERTEX ARRAYS 65 STEP 1: ENABLING ARRAYS 67 STEP 2: SPECIFYING DATA FOR
THE ARRAYS 68 STEP 3: DEREFERENCING AND RENDERING 71 INTERLEAVED ARRAYS
78 BUFFER OBJECTS 82 CREATING BUFFER OBJECTS 82 VIII CONTENTS MAKING A
BUFFER OBJECT ACTIVE 83 ALLOCATING AND INITIALIZING BUFFER OBJECTS WITH
DATA 84 UPDATING DATA VALUES IN BUFFER OBJECTS 86 CLEANING UP BUFFER
OBJECTS 88 USING BUFFER OBJECTS WITH VERTEX-ARRAY DATA 88 ATTRIBUTE
GROUPS 91 SOME HINTS FOR BUILDING POLYGONAL MODELS OF SURFACES 94 AN
EXAMPLE: BUILDING AN ICOSAHEDRON 96 3. VIEWING 103 OVERVIEW: THE CAMERA
ANALOGY 106 A SIMPLE EXAMPLE: DRAWING A CUBE 109 GENERAL-PURPOSE
TRANSFORMATION COMMANDS 114 VIEWING AND MODELING TRANSFORMATIONS 117
THINKING ABOUT TRANSFORMATIONS 117 MODELING TRANSFORMATIONS 120 VIEWING
TRANSFORMATIONS 126 PROJECTION TRANSFORMATIONS 133 PERSPECTIVE
PROJECTION 133 ORTHOGRAPHIE PROJECTION 136 VIEWING VOLUME CLIPPING 138
VIEWPORT TRANSFORMATION 138 DEFINING THE VIEWPORT 139 THE TRANSFORMED
DEPTH COORDINATE 141 TROUBLESHOOTING TRANSFORMATIONS 142 MANIPULATING
THE MATRIX STACKS 145 THE MODELVIEW MATRIX STACK 148 THE PROJECTION
MATRIX STACK 148 ADDITIONAL CLIPPING PLANES 149 EXAMPLES OF COMPOSING
SEVERAL TRANSFORMATIONS 152 BUILDING A SOLAR SYSTEM 153 BUILDING AN
ARTICULATED ROBOT ARM 156 REVERSING OR MIMICKING TRANSFORMATIONS 160
CONTENTS IX 4. COLOR 165 COLOR PERCEPTION 166 COMPUTER COLOR 168 RGBA
VERSUS COLOR-INDEX MODE 170 RGBA DISPLAY MODE 171 COLOR-INDEX DISPLAY
MODE 173 CHOOSING BETWEEN RGBA AND COLOR-INDEX MODE 175 CHANGING BETWEEN
DISPLAY MODES 176 SPECIFYING A COLOR AND A SHADING MODEL 176 SPECIFYING
A COLOR IN RGBA MODE 177 SPECIFYING A COLOR IN COLOR-INDEX MODE 178
SPECIFYING A SHADING MODEL 179 5. LIGHTING 183 A HIDDEN-SURFACE REMOVAL
SURVIVAL KIT 185 REAL-WORLD AND OPENGL LIGHTING 187 AMBIENT, DIFFUSE,
SPECULAR, AND EMISSIVE LIGHT 188 MATERIAL COLORS 189 RGB VALUES FOR
LIGHTS AND MATERIALS 189 A SIMPLE EXAMPLE: RENDERING A LIT SPHERE 190
CREATING LIGHT SOURCES 194 COLOR 196 POSITION AND ATTENUATION 197
SPOTLIGHTS 199 MULTIPLE LIGHTS 200 CONTROLLING A LIGHT'S POSITION AND
DIRECTION 201 SELECTING A LIGHTING MODEL 207 GLOBAL AMBIENT LIGHT 208
LOCAL OR INFINITE VIEWPOINT 209 TWO-SIDED LIGHTING 209 SECONDARY
SPECULAR COLOR 210 ENABLING LIGHTING 211 DEFINING MATERIAL PROPERTIES
211 DIFFUSE AND AMBIENT REFLECTION 213 SPECULAR REFLECTION 214 EMISSION
214 CHANGING MATERIAL PROPERTIES 215 COLOR MATERIAL MODE 217 THE
MATHEMATICS OF LIGHTING 220 MATERIAL EMISSION 221 SCALED GLOBAL AMBIENT
LIGHT 222 CONTRIBUTIONS FROM LIGHT SOURCES 222 PUTTING IT ALL TOGETHER
224 SECONDARY SPECULAR COLOR 225 LIGHTING IN COLOR-INDEX MODE 226 THE
MATHEMATICS OF COLOR-INDEX MODE LIGHTING 22 7 6. BLENDING, ANTIALIASING,
FOG, AND POLYGON OFFSET 229 BLENDING 231 THE SOURCE AND DESTINATION
FACTORS 232 ENABLING BLENDING 235 COMBINING PIXELS USING BLENDING
EQUATIONS 235 SAMPLE USES OF BLENDING 238 A BLENDING EXAMPLE 240
THREE-DIMENSIONAL BLENDING WITH THE DEPTH BUFFER 243 ANTIALIASING 247
ANTIALIASING POINTS OR LINES 249 ANTIALIASING GEOMETRIE PRIMITIVES WITH
MULTISAMPLING 255 ANTIALIASING POLYGONS 259 FOG 261 USING FOG 261 FOG
EQUATIONS 264 POINT PARAMETERS 271 POLYGON OFFSET 274 7. DISPLAY LISTS
277 WHY USE DISPLAY LISTS? 278 AN EXAMPLE OF USING A DISPLAY LIST 279
DISPLAY LIST DESIGN PHILOSOPHY 282 CREATING AND EXECUTING A DISPLAY LIST
285 NAMING AND CREATING A DISPLAY LIST 286 WHAT'S STORED IN A DISPLAY
LIST? 287 EXECUTING A DISPLAY LIST 289 HIERARCHICAL DISPLAY LISTS 290
MANAGING DISPLAY LIST INDICES 291 EXECUTING MULTIPLE DISPLAY LISTS 292
MANAGING STATE VARIABLES WITH DISPLAY LISTS 297 ENCAPSULATING MODE
CHANGES 299 8. DRAWING PIXELS, BITMAPS, FONTS, AND IMAGES 301 BITMAPS
AND FONTS 303 THE CURRENT RASTER POSITION 305 DRAWING THE BITMAP 306
CHOOSING A COLOR FOR THE BITMAP 308 FONTS AND DISPLAY LISTS 309 DEFINING
AND USING A COMPLETE FONT 310 IMAGES 312 READING, WRITING, AND COPYING
PIXEL DATA 313 IMAGING PIPELINE 321 PIXEL PACKING AND UNPACKING 324
CONTROLLING PIXEL-STORAGE MODES 325 PIXEL-TRANSFER OPERATIONS 330 PIXEL
MAPPING 333 MAGNIFYING, REDUCING, OR FLIPPINGAN IMAGE 334 READING AND
DRAWING PIXEL RECTANGLES 337 THE PIXEL RECTANGLE DRAWING PROCESS 338
USING BUFFER OBJECTS WITH PIXEL RECTANGLE DATA 341 USING BUFFER OBJECTS
TO TRANSFER PIXEL DATA 342 USING BUFFER OBJECTS TO RETRIEVE PIXEL DATA
344 TIPS FOR IMPROVING PIXEL DRAWING RATES 345 IMAGING SUBSET 346 COLOR
TABLES 348 CONVOLUTIONS 353 COLOR MATRIX 361 HISTOGRAM 363 MINMAX 366
XII CONTENTS 9. TEXTURE MAPPING 369 AN OVERVIEW AND AN EXAMPLE 375 STEPS
IN TEXTURE MAPPING 375 A SAMPLE PROGRAM 377 SPECIFYING THE TEXTURE 380
TEXTURE PROXY 385 REPLACING ALL OR PART OF A TEXTURE IMAGE 387
ONE-DIMENSIONAL TEXTURES 390 THREE-DIMENSIONAL TEXTURES 392 COMPRESSED
TEXTURE IMAGES 397 USING A TEXTURE'S BORDERS 400 MIPMAPS: MULTIPLE
LEVELS OF DETAIL 400 FILTERING 411 TEXTURE OBJECTS 414 NAMING A TEXTURE
OBJECT 415 CREATING AND USING TEXTURE OBJECTS 415 CLEANING UP TEXTURE
OBJECTS 418 A WORKING SET OF RESIDENT TEXTURES 419 TEXTURE FUNCTIONS 421
ASSIGNING TEXTURE COORDINATES 425 COMPUTING APPROPRIATE TEXTURE
COORDINATES 427 REPEATING AND CLAMPING TEXTURES 428 AUTOMATIC
TEXTURE-COORDINATE GENERATION 434 CREATING CONTOURS 435 SPHERE MAP 439
CUBE MAP TEXTURES 441 MULTITEXTURING 443 TEXTURE COMBINER FUNCTIONS 449
THE INTERPOLATION COMBINER FUNCTION 453 APPLYING SECONDARY COLOR AFTER
TEXTURING 455 SECONDARY COLOR WHEN LIGHTING IS DISABLED 455 SECONDARY
SPECULAR COLOR WHEN LIGHTING IS ENABLED 455 POINT SPRITES 456 THE
TEXTURE MATRIX STACK 457 DEPTH TEXTURES 459 CREATING A SHADOW MAP 460
GENERATING TEXTURE COORDINATES AND RENDERING 461 CONTENTS XUEI 10. THE
FRAMEBUFFER 465 BUFFERS AND THEIR USES 468 COLOR BUFFERS 469 CLEARING
BUFFERS 470 SELECTING COLOR BUFFERS FOR WRITING AND READING 471 MASKING
BUFFERS 473 TESTING AND OPERATING ON FRAGMENTS 475 SCISSOR TEST 476
ALPHA TEST 476 STENCILTEST 478 DEPTHTEST 483 OCCLUSION QUERY 484
BLENDING, DITHERING, AND LOGICAL OPERATIONS 487 THE ACCUMULATION BUFFER
490 SCENE ANTIALIASING 491 MOTION BLUR 497 DEPTHOFFIELD 497 SOFTSHADOWS
502 JITTERING 502 11. TESSELLATORS AND QUADRICS 505 POLYGON TESSELLATION
506 CREATING A TESSELLATION OBJECT 508 TESSELLATION CALLBACK ROUTINES
508 TESSELLATION PROPERTIES 513 POLYGON DEFINITION 518 DELETING A
TESSELLATION OBJECT 521 TESSELLATION PERFORMANCE TIPS 521 DESCRIBING GLU
ERRORS 522 BACKWARD COMPATIBILITY 522 QUADRICS: RENDERING SPHERES,
CYLINDERS, AND DISKS 523 MANAGING QUADRICS OBJECTS 524 CONTROLLING
QUADRICS ATTRIBUTES 525 QUADRICS PRIMITIVES 527 CONTENTS 12. EVALUATORS
AND NURBS 533 PREREQUISITES 535 EVALUATORS 536 ONE-DIMENSIONAL
EVALUATORS 536 TWO-DIMENSIONAL EVALUATORS 542 USING EVALUATORS FOR
TEXTURES 548 THE GLU NURBS INTERFACE 550 A SIMPLE NURBS EXAMPLE 550
MANAGING A NURBS OBJECT 555 CREATING A NURBS CURVE OR SURFACE 559
TRIMMING A NURBS SURFACE 565 13. SELECTION AND FEEDBACK 569 SELECTION
570 THE BASIC STEPS 571 CREATING THE NAME STACK 572 THEHITRECORD 574 A
SELECTION EXAMPLE 575 PICKING 578 HINTS FOR WRITING A PROGRAM THAT USES
SELECTION 589 FEEDBACK 591 THE FEEDBACK ARRAY 593 USING MARKERS IN
FEEDBACK MODE 594 A FEEDBACK EXAMPLE 594 14. NOW THAT YOU KNOW 599 ERROR
HANDLING 601 WHICH VERSION AM I USING? 603 UTILITY LIBRARY VERSION 604
WINDOW SYSTEM EXTENSION VERSIONS 605 EXTENSIONS TO THE STANDARD 605
EXTENSIONS TO THE STANDARD FOR MICROSOFT WINDOWS (WGL) 607 CHEESY
TRANSLUCENCY 608 AN EASY FADE EFFECT 608 OBJECT SELECTION USING THE BACK
BUFFER 610 CHEAP IMAGE TRANSFORMATION 611 DISPLAYING LAYERS 612
ANTIALIASED CHARACTERS 613 DRAWING ROUND POINTS 616 INTERPOLATING IMAGES
616 MAKING DECALS 616 DRAWING FILLED, CONCAVE POLYGONS USING THE STENCIL
BUFFER 618 FINDING INTERFERENCE REGIONS 619 SHADOWS 621 HIDDEN-LINE
REMOVAL 622 HIDDEN-LINE REMOVAL WITH POLYGON OFFSET 622 HIDDEN-LINE
REMOVAL WITH THE STENCIL BUFFER 623 TEXTURE MAPPING APPLICATIONS 624
DRAWING DEPTH-BUFFERED IMAGES 625 DIRICHLET DOMAINS 625 LIFE IN THE
STENCIL BUFFER 627 ALTERNATIVE USES FOR GLDRAWPIXELS() AND
GLCOPYPIXELS() 628 15. THE OPENGL SHADING LANGUAGE 631 THE OPENGL
GRAPHICS PIPELINE AND PROGRAMMABLE SHADING 632 VERTEX PROCESSING 633
FRAGMENT PROCESSING 635 USING GLSL SHADERS 636 A SAMPLE SHADER 636
OPENGL / GLSL INTERFACE 637 THE OPENGL SHADING LANGUAGE 644 CREATING
SHADERS WITH GLSL 645 THE STARTING POINT 645 DECLARING VARIABLES 645
AGGREGATE TYPES 647 COMPUTATIONAL INVARIANCE 656 STATEMENTS 656
FUNCTIONS 660 USING OPENGL STATE VALUES IN GLSL PROGRAMS 661 XVI
CONTENTS ACCESSING TEXTURE MAPS IN SHADERS 661 SHADER PREPROCESSOR 664
PREPROCESSOR DIRECTIVES 664 MACRO DEFINITION 665 PREPROCESSOR
CONDITIONALS 666 COMPILER CONTROL 666 EXTENSION PROCESSING 667 VERTEX
SHADER SPECIFICS 668 FRAGMENT SHADERS 675 A. ORDER OF OPERATIONS 679
OVERVIEW 680 GEOMETRIE OPERATIONS 681 PER-VERTEX OPERATIONS 681
PRIMITIVE ASSEMBLY 682 PIXEL OPERATIONS 682 TEXTURE MEMORY 683 FRAGMENT
OPERATIONS 683 ODDSANDENDS 684 B. STATE VARIABLES 685 THE QUERY COMMANDS
686 OPENGL STATE VARIABLES 688 CURRENT VALUES AND ASSOCIATED DATA 690
VERTEX ARRAY 691 TRANSFORMATION 697 COLORING 699 LIGHTING 700
RASTERIZATION 702 MULTISAMPLING 705 TEXTURING 706 PIXEL OPERATIONS 712
FRAMEBUFFER CONTROL 715 PIXELS 716 EVALUATORS 722 SHADER OBJECT STATE
723 PROGRAM OBJECT STATE 724 VERTEX SHADER STATE 726 HINTS 726
IMPLEMENTATION-DEPENDENT VALUES 727 IMPLEMENTATION-DEPENDENT PIXEL
DEPTHS 733 MISCELLANEOUS 733 C. OPENGL AND WINDOW SYSTEMS 735 ACCESSING
NEW OPENGL FUNCTIONS 736 GLX: OPENGL EXTENSION FOR THE X WINDOW SYSTEM
737 INITIALIZATION 738 CONTROLLING RENDERING 739 GLX PROTOTYPES 741 AGL:
OPENGL EXTENSIONS FOR THE APPLE MACINTOSH 744 INITIALIZATION 744
RENDERING AND CONTEXTS 745 MANAGING AN OPENGL RENDERING CONTEXT 745
ON-SCREEN RENDERING 745 OFF-SCREEN RENDERING 746 FULL-SCREEN RENDERING
746 SWAPPING BUFFERS 746 UPDATING THE RENDERING BUFFERS 746 USING AN
APPLE MACINTOSH FONT 746 ERROR HANDLING 747 AGL PROTOTYPES 747 PGL:
OPENGL EXTENSION FOR IBM OS/2 WARP 749 INITIALIZATION 749 CONTROLLING
RENDERING 750 PGL PROTOTYPES 751 WGL: OPENGL EXTENSION FOR MICROSOFT
WINDOWS 95/98/NT/ME/2000/XP 753 INITIALIZATION 753 CONTROLLING RENDERING
754 WGL PROTOTYPES 755 CONTENTS D. BASICS OF GLUT: THE OPENGL UTILITY
TOOLKIT 759 INITIALIZING AND CREATING A WINDOW 760 HANDLING WINDOW AND
INPUT EVENTS 761 LOADING THE COLOR MAP 763 INITIALIZING AND DRAWING
THREE-DIMENSIONAL OBJECTS 763 MANAGING A BACKGROUND PROCESS 765 RUNNING
THE PROGRAM 765 E. CALCULATING NORMAL VECTORS 767 FINDING NORMALS FOR
ANALYTIC SURFACES 769 FINDING NORMALS FROM POLYGONAL DATA 771 F.
HOMOGENEOUS COORDINATES AND TRANSFORMATION MATRICES 773 HOMOGENEOUS
COORDINATES 774 TRANSFORMING VERTICES 774 TRANSFORMING NORMALS 775
TRANSFORMATION MATRICES 775 TRANSLATION 776 SCALING 776 ROTATION 776
PERSPECTIVE PROJECTION 777 ORTHOGRAPHIE PROJECTION 778 G. PROGRAMMING
TIPS 779 OPENGL CORRECTNESS TIPS 780 OPENGL PERFORMANCE TIPS 782 GLXTIPS
784 H. OPENGL INVARIANCE 785 I. BUILT-IN OPENGL SHADING LANGUAGE
VARIABLES AND FUNCTIONS 789 VARIABLES 790 VERTEX SHADER INPUT ATTRIBUTES
VARIABLES 790 VERTEX SHADER SPECIAL OUTPUT VARIABLES 790 VERTEX SHADER
OUTPUT VARYING VARIABLES 791 CONTENTS XIX BUILT-IN IMPLEMENTATION
CONSTANTS 792 BUILT-IN UNIFORM STATE VARIABLES 793 BUILT-IN FUNCTIONS
802 ANGLE CONVERSION AND TRIGONOMETRIE FUNCTIONS 802 TRANSCENDENTAL
FUNCTIONS 803 BASIC NUMERICAL FUNCTIONS 804 VECTOR-OPERATION FUNCTIONS
805 MATRIX FUNCTIONS 806 VECTOR-COMPONENT RELATIONAL FUNCTIONS 807
TEXTURE LOOKUP FUNCTIONS 808 FRAGMENT PROCESSING FUNCTIONS 813 NOISE
FUNCTIONS 813 GLOSSARY 815 INDEX 837 |
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building | Verbundindex |
bvnumber | BV023302920 |
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 |
classification_tum | DAT 754f |
ctrlnum | (OCoLC)836538234 (DE-599)BVBBV023302920 |
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 | 6. ed. |
format | Book |
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illustrated | Illustrated |
index_date | 2024-07-02T20:47:22Z |
indexdate | 2024-07-09T21:15:23Z |
institution | BVB |
isbn | 0321481003 9780321481009 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-016487343 |
oclc_num | 836538234 |
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owner_facet | DE-898 DE-BY-UBR DE-91 DE-BY-TUM DE-188 |
physical | XLVII, 862 S. graph. Darst. |
publishDate | 2008 |
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publisher | Addison-Wesley |
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spelling | OpenGL Programming Guide the official guide to learning OpenGL, Version 2.1 Dave Shreiner ... 6. ed. Upper Saddle River, NJ Addison-Wesley 2008 XLVII, 862 S. graph. Darst. txt rdacontent n rdamedia nc rdacarrier OpenGL Infographie Computer graphics OpenGL (DE-588)4391716-1 gnd rswk-swf OpenGL (DE-588)4391716-1 s DE-604 Shreiner, Dave Sonstige oth GBV Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016487343&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | OpenGL Programming Guide the official guide to learning OpenGL, Version 2.1 OpenGL Infographie Computer graphics OpenGL (DE-588)4391716-1 gnd |
subject_GND | (DE-588)4391716-1 |
title | OpenGL Programming Guide the official guide to learning OpenGL, Version 2.1 |
title_auth | OpenGL Programming Guide the official guide to learning OpenGL, Version 2.1 |
title_exact_search | OpenGL Programming Guide the official guide to learning OpenGL, Version 2.1 |
title_exact_search_txtP | OpenGL Programming Guide the official guide to learning OpenGL, Version 2.1 |
title_full | OpenGL Programming Guide the official guide to learning OpenGL, Version 2.1 Dave Shreiner ... |
title_fullStr | OpenGL Programming Guide the official guide to learning OpenGL, Version 2.1 Dave Shreiner ... |
title_full_unstemmed | OpenGL Programming Guide the official guide to learning OpenGL, Version 2.1 Dave Shreiner ... |
title_short | OpenGL Programming Guide |
title_sort | opengl programming guide the official guide to learning opengl version 2 1 |
title_sub | the official guide to learning OpenGL, Version 2.1 |
topic | OpenGL Infographie Computer graphics OpenGL (DE-588)4391716-1 gnd |
topic_facet | OpenGL Infographie Computer graphics |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016487343&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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