OpenGL programming guide: the official guide to learning OpenGL, versions 3.0 and 3.1
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Upper Saddler River, NJ [u.a.]
Addison-Wesley
2010
|
Ausgabe: | 7. ed., [reprint.] |
Schriftenreihe: | OpenGL series
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | L, 885 S. Ill., graph. Darst. |
ISBN: | 0321552628 9780321552624 |
Internformat
MARC
LEADER | 00000nam a2200000 c 4500 | ||
---|---|---|---|
001 | BV035980573 | ||
003 | DE-604 | ||
005 | 20111014 | ||
007 | t | ||
008 | 100127s2010 ad|| |||| 00||| eng d | ||
010 | |a 2009018793 | ||
020 | |a 0321552628 |9 0-321-55262-8 | ||
020 | |a 9780321552624 |9 978-0-321-55262-4 | ||
035 | |a (OCoLC)311754018 | ||
035 | |a (DE-599)GBV593043782 | ||
040 | |a DE-604 |b ger | ||
041 | 0 | |a eng | |
049 | |a DE-83 |a DE-91G |a DE-Aug4 |a DE-703 | ||
050 | 0 | |a T385 | |
082 | 0 | |a 006.6/6 | |
084 | |a ST 321 |0 (DE-625)143658: |2 rvk | ||
084 | |a DAT 754f |2 stub | ||
100 | 1 | |a Shreiner, Dave |e Verfasser |0 (DE-588)138435545 |4 aut | |
245 | 1 | 0 | |a OpenGL programming guide |b the official guide to learning OpenGL, versions 3.0 and 3.1 |c Dave Shreiner |
246 | 1 | 0 | |a Open GL |
250 | |a 7. ed., [reprint.] | ||
264 | 1 | |a Upper Saddler River, NJ [u.a.] |b Addison-Wesley |c 2010 | |
300 | |a L, 885 S. |b Ill., graph. Darst. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
490 | 0 | |a OpenGL series | |
630 | 0 | 4 | |a OpenGL |
650 | 0 | |a OpenGL | |
650 | 0 | |a Computer graphics / Specifications | |
650 | 0 | |a Application program interfaces (Computer software) | |
650 | 0 | |a Computer programming | |
650 | 4 | |a OpenGL (Logiciel) | |
650 | 4 | |a Infographie / Logiciels | |
650 | 4 | |a Computer graphics | |
650 | 0 | 7 | |a Computergrafik |0 (DE-588)4010450-3 |2 gnd |9 rswk-swf |
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 | 1 | |a Computergrafik |0 (DE-588)4010450-3 |D s |
689 | 0 | |5 DE-604 | |
856 | 4 | 2 | |m Digitalisierung UB Bayreuth |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=018874497&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
Datensatz im Suchindex
_version_ | 1805075796653506560 |
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adam_text |
Contents
Figures
.xxi
Tables
.xxv
Examples
.xxix
About This Guide
.xxxv
What This Guide Contains
.xxxv
What's New in This Edition
.xxxviii
What You Should Know Before Reading This Guide
.xl
How to Obtain the Sample Code
.xli
Errata
.xlii
Style Conventions
.xlii
Distinguishing Deprecated Features
.xliii
Acknowledgments
.xlv
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
Primitive Assembly
.12
vii
Pixel
Operations
.13
Texture Assembly
.13
Rasterization
.14
Fragment Operations
.14
OpenGL-Related Libraries
.14
Include Files
.15
GLUT, the
OpenGL
Utility Toolkit
.17
Animation
.22
The Refresh That Pauses
.23
Motion
=
Redraw
+
Swap
.24
OpenGL
and Its Deprecation Mechanism
.27
OpenGL
Contexts
.27
Accessing
OpenGL
Functions
.29
2.
State Management and Drawing Geometric Objects
.31
A Drawing Survival Kit
.34
Clearing the Window
.34
Specifying a Color
.37
Forcing Completion of Drawing
.38
Coordinate System Survival Kit
.40
Describing Points, Lines, and Polygons
.42
What Are Points, Lines, and Polygons?
.42
Specifying Vertices
.46
OpenGL
Geometric Drawing Primitives
.47
Basic State Management
.53
Displaying Points, Lines, and Polygons
.55
Point Details
.55
Line Details
.56
Polygon Details
.60
Normal Vectors
.68
Vertex Arrays
.70
Step
1:
Enabling Arrays
.72
Step
2:
Specifying Data for the Arrays
.73
Step
3:
Dereferencing and Rendering
.
Ί^
Restarting Primitives
.83
Instanced Drawing
.86
Interleaved Arrays
.88
v'i' Contents
Buffer
Objects
.91
Creating Buffer Objects
.92
Making a Buffer Object Active
.93
Allocating and Initializing Buffer Objects with Data
.93
Updating Data Values in Buffer Objects
.96
Copying Data Between Buffer Objects
.101
Cleaning Up Buffer Objects
.102
Using Buffer Objects with Vertex-Array Data
.102
Vertex-Array Objects
.104
Attribute Groups
.110
Some Hints for Building Polygonal Models of Surfaces
.113
An Example: Building an Icosahedron
.115
3.
Viewing
.123
Overview: The Camera Analogy
.126
A Simple Example: Drawing a Cube
.129
General-Purpose Transformation Commands
.134
Viewing and Modeling Transformations
.137
Thinking about Transformations
.137
Modeling Transformations
.140
Viewing Transformations
.146
Projection Transformations
.152
Perspective Projection
.153
Orthographic Projection
.156
Viewing Volume Clipping
.158
Viewport Transformation
.158
Defining the Viewport
.159
The Transformed Depth Coordinate
.161
Troubleshooting Transformations
.162
Manipulating the Matrix Stacks
.164
The
Modelview
Matrix Stack
.167
The Projection Matrix Stack
.168
Additional Clipping Planes
.168
Examples of Composing Several Transformations
.172
Building a Solar System
.172
Building an Articulated Robot Arm
.175
Reversing or Mimicking Transformations
.179
Contents
ix
4.
Color
.185
Color
Perception.
186
Computer Color
.188
RGBA
versus
Color-Index Mode
.190
RGBA
Display Mode
.191
Color-Index Display Mode
.193
Choosing between RGBA and Color-Index Mode
.195
Changing between Display Modes
.196
Specifying a Color and a Shading Model
.196
Specifying a Color in RGBA Mode
.197
Specifying a Color in Color-Index Mode
.199
Specifying a Shading Model
.200
5.
Lighting
.203
A Hidden-Surface Removal Survival Kit
.205
Real-World and
OpenGL
Lighting
.207
Ambient, Diffuse, Specular, and Emissive Light
.208
Material Colors
.209
RGB Values for Lights and Materials
.209
A Simple Example: Rendering a Lit Sphere
.210
Creating Light Sources
.214
Color
.216
Position and Attenuation
.217
Spotlights
.219
Multiple Lights
.220
Controlling a Light's Position and Direction
.221
Selecting a Lighting Model
.227
Global Ambient Light
.228
Local or Infinite Viewpoint
.229
Two-Sided Lighting
.229
Secondary Specular Color
.230
Enabling Lighting
.231
Defining Material Properties
.231
Diffuse and Ambient Reflection
.233
Specular Reflection
.234
Emission
. 234
Contents
Changing Material Properties
.235
Color Material Mode
.237
The Mathematics of Lighting
.240
Material Emission
.241
Scaled Global Ambient Light
.242
Contributions from Light Sources
.242
Putting It All Together
.244
Secondary Specular Color
.245
Lighting in Color-Index Mode
.246
The Mathematics of Color-Index Mode Lighting
.247
6.
Blending, Antialiasing, Fog, and Polygon Offset
.249
Blending
.251
The Source and Destination Factors
.252
Enabling Blending
.255
Combining Pixels Using Blending Equations
.255
Sample Uses of Blending
.258
A Blending Example
.260
Three-Dimensional Blending with the Depth Buffer
.263
Antialiasing
.267
Antialiasing Points or Lines
.269
Antialiasing Geometric Primitives with Multisampling
.275
Antialiasing Polygons
.279
Fog
.280
Using Fog
.281
Fog Equations
.284
Point Parameters
.291
Polygon Offset
.293
7.
Display Lists
.297
Why Use Display Lists?
.298
An Example of Using a Display List
.299
Display List Design Philosophy
.302
Creating and Executing a Display List
.305
Naming and Creating a Display List
.306
What's Stored in a Display List?
.307
Contents
xi
Executing a Display List
.309
Hierarchical Display Lists
.310
Managing Display List Indices
.311
Executing Multiple Display Lists
.312
Managing State Variables with Display Lists
.318
Encapsulating Mode Changes
.319
8.
Drawing Pixels, Bitmaps, Fonts, and Images
.321
Bitmaps and Fonts
.323
The Current Raster Position
.325
Drawing the Bitmap
.327
Choosing a Color for the Bitmap
.328
Fonts and Display Lists
.329
Defining and Using a Complete Font
.331
Images
.333
Reading, Writing, and Copying Pixel Data
.333
Imaging Pipeline
.343
Pixel Packing and Unpacking
.346
Controlling Pixel-Storage Modes
.347
Pixel-Transfer Operations
.351
Pixel Mapping
.354
Magnifying, Reducing, or Flipping an Image
.356
Reading and Drawing Pixel Rectangles
.359
The Pixel Rectangle Drawing Process
.359
Using Buffer Objects with Pixel Rectangle Data
.362
Using Buffer Objects to Transfer Pixel Data
.363
Using Buffer Objects to Retrieve Pixel Data
.365
Tips for Improving Pixel Drawing Rates
.366
Imaging Subset
.367
Color Tables
.369
Convolutions
.374
Color Matrix
.382
Histogram
.383
Minmax
. .387
XÜ
Contents
9.
Texture Mapping
.389
An Overview and an Example
.395
Steps in Texture Mapping
.395
A Sample Program
.397
Specifying the Texture
.400
Texture Proxy
.406
Replacing All or Part of a Texture Image
.408
One-Dimensional Textures
.412
Three-Dimensional Textures
.414
Texture Arrays
.419
Compressed Texture Images
.420
Using a Texture's Borders
.423
Mipmaps: Multiple Levels of Detail
.423
Filtering
.434
Texture Objects
.437
Naming a Texture Object
.438
Creating and Using Texture Objects
.438
Cleaning Up Texture Objects
.441
A Working Set of Resident Textures
.442
Texture Functions
.444
Assigning Texture Coordinates
.448
Computing Appropriate 'Texture Coordinates
.450
Repeating and Clamping Textures
.452
Automatic Texture-Coordinate Generation
.457
Creating Contours
.458
Sphere Map
.463
Cube Map Textures
.465
Multitexturing
.467
Texture Combiner Functions
.472
The Interpolation Combiner Function
.477
Applying Secondary Color after Texturing
.478
Secondary Color When Lighting Is Disabled
.478
Secondary Specular Color When Lighting Is Enabled
.479
Point Sprites
.479
The'Texture Matrix Stack
.481
(
'onU'tits
ХІІІ
Depth
Textures
.483
Creating a Shadow Map
.483
Generating Texture Coordinates and Rendering
.485
10.
The
Framebuffer
.489
Buffers and Their Uses
.492
Color Buffers
.493
Clearing Buffers
.495
Selecting Color Buffers for Writing and Reading
.497
Masking Buffers
.499
Testing and Operating on Fragments
.501
Scissor Test
.502
Alpha Test
.502
Stencil Test
.504
Depth Test
.510
Occlusion Query
.511
Conditional Rendering
.514
Blending, Dithering, and Logical Operations
.515
The Accumulation Buffer
.518
Motion Blur
.520
Depth of Field
.520
Soft Shadows
.525
Jittering
.525
Framebuffer
Objects
.526
Renderbuffers.529
Copying Pixel Rectangles
.539
11.
Tessellators and Quadrics
.541
Polygon Tessellation
.542
Creating a Tessellation Object
.544
Tessellation Callback Routines
.544
Tessellation Properties
.549
Polygon Definition
.554
Deleting a Tessellation Object
.557
Tessellation Performance Tips
.557
Describing
GLU
Errors
.557
Backward Compatibility
.558
xiv
Contents
Quadrics: Rendering Spheres, Cylinders, and Disks
.559
Managing Quadrics Objects
.560
Controlling Quadrics Attributes
.561
Quadrics Primitives
.563
12.
Evaluators and NURBS
.569
Prerequisites
.571
Evaluators
.572
One-Dimensional Evaluators
.572
Two-Dimensional Evaluators
.578
Using Evaluators for Textures
.584
The
GLU
NURBS Interface
.586
A Simple NURBS Example
.587
Managing a NURBS Object
.591
Creating a NURBS Curve or Surface
.595
Trimming a NURBS Surface
.601
13.
Selection and Feedback
.605
Selection
.606
The Basic Steps
.607
Creating the Name Stack
.608
The Hit Record
.610
A Selection Example
.611
Picking
.614
Hints for Writing a Program That Uses Selection
.625
Feedback
.627
The Feedback Array
.629
Using Markers in Feedback Mode
.630
A Feedback Example
.630
14.
Now That You Know
.635
Error Handling
.637
Which Version Am I Using?
.639
Utility Library Version
.641
Window System Extension Versions
.641
Extensions to the Standard
.641
Extensions to the Standard for Microsoft Windows (WGL)
.643
Contents XV
Cheesy Translucency
.644
An Easy Fade Effect
.645
Object Selection Using the Back Buffer
.646
Cheap Image Transformation
.647
Displaying Layers
.649
Antialiased Characters
.650
Drawing Round Points
.653
Interpolating Images
.653
Making
Decais
.653
Drawing Filled, Concave Polygons Using the Stencil Buffer
.655
Finding Interference Regions
.656
Shadows
.658
Hidden-Line Removal
.659
Hidden-Line Removal with Polygon Offset
.659
Hidden-Line Removal with the Stencil Buffer
.660
Texture Mapping Applications
.661
Drawing Depth-Buffered Images
.662
Dirichlet Domains
.662
Life in the Stencil Buffer
.664
Alternative Uses for glDrawPixelsf) and glCopyPixelsQ
.665
15.
The
OpenGL
Shading Language
.667
The
OpenGL
Graphics Pipeline and Programmable Shading
.668
Vertex Processing
.670
Fragment Processing
.671
Using GLSL Shaders
.672
A Sample Shader
.672
OpenGL /
GLSL Interface
.673
The
OpenGL
Shading Language
.681
Creating Shaders with GLSL
.681
The Starting Point
.681
Declaring Variables
.682
Aggregate Types
.684
Uniform Blocks
.692
Specifying Uniform Variables Blocks in Shaders
.
693
Accessing Uniform Blocks from Your Application
.
695
Computational
Invariance
.701
XVI Contents
Statements.702
Functions
.706
Using
OpenGL
State Values in GLSL Programs
.707
Accessing Texture Maps in Shaders
.707
Shader Preprocessor
.711
Preprocessor Directives
.712
Macro Definition
.712
Preprocessor Conditionals
.713
Compiler Control
.713
Extension Processing in Shaders
.714
Vertex Shader Specifics
.715
Transform Feedback
.722
Fragment Shader Specifics
.727
Rendering to Multiple Output Buffers
.729
A. Basics of GLUT: The
OpenGL
Utility Toolkit
.731
Initializing and Creating a Window
.732
Handling Window and Input Events
.733
Loading the Color Map
.735
Initializing and Drawing Three-Dimensional Objects
.735
Managing a Background Process
.736
Running the Program
.737
B. State Variables
.739
The Query Commands
.740
OpenGL
State Variables
.743
Current Values and Associated Data
.744
Vertex Array Data State (Not Included in
Vertex Array Object State)
.746
Vertex Array Object State
.746
Transformation
.753
Coloring
.755
Lighting
.756
Rasterization
.758
Multisampling
.760
Texturing
.761
Pixel Operations
.768
Contents
xvii
Framebuffer
Control
.771
Framebuffer Object State
.772
Renderbuffer Object State
.775
Pixels
.776
Evaluators
.783
Shader Object State
.784
Program Object State
.785
Query
Object State
.789
Transform
Feedback State
.789
Vertex
Shader State
.791
Hints
.791
Implementation-Dependent
Values
.792
Implementation-Dependent
Pixel
Depths
.800
Miscellaneous.
800
C.
Homogeneous Coordinates and Transformation Matrices
.803
Homogeneous Coordinates
.804
Transforming Vertices
.804
Transforming Normals
.805
Transformation Matrices
.805
Translation
.806
Scaling
.806
Rotation
.806
Perspective Projection
.807
Orthographic Projection
.808
D.
OpenGL
and Window Systems
.809
Accessing New
OpenGL
Functions
.810
GLEW: The
OpenGL
Extension Wrangler
.811
GLX:
OpenGL
Extension for the X Window System
.812
Initialization
.813
Controlling Rendering
.814
GLX Prototypes
.816
AGL:
OpenGL
Extensions for the Apple Macintosh
.819
Initialization
. .820
Rendering and Contexts
.820
xviii
Contents
Managing an OpenGL
Rendering Context
.820
On-Screen
Rendering
.821
Off-Screen Rendering
.821
Full-Screen Rendering
.821
Swapping Buffers
.821
Updating the Rendering Buffers
.821
Using an Apple Macintosh Font
.822
Error Handling
.822
AGL Prototypes
.822
WGL:
OpenGL
Extension for Microsoft
Windows 95/98/NT/ME/2000/XP
.824
Initialization
.825
Controlling Rendering
.825
WGL Prototypes
.827
Glossary
.831
Index
.857
The following appendices are available online at
http://www.
opengl-redbook.com/appendices/.
E. Order of Operations
F. Programming Tips
G.
OpenGL
Invariance
H.
Calculating Normal Vectors
I. Built-in
OpenGL
Shading Language Variables and Functions
J.
Floating-Point
Formats for Textures,
Framebuffers,
and
Renderbuffers
К.
RGTC Compressed Texture Format
L. std140 Uniform Buffer Layout
Contents
ХІХ |
any_adam_object | 1 |
author | Shreiner, Dave |
author_GND | (DE-588)138435545 |
author_facet | Shreiner, Dave |
author_role | aut |
author_sort | Shreiner, Dave |
author_variant | d s ds |
building | Verbundindex |
bvnumber | BV035980573 |
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)311754018 (DE-599)GBV593043782 |
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 |
edition | 7. ed., [reprint.] |
format | Book |
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id | DE-604.BV035980573 |
illustrated | Illustrated |
indexdate | 2024-07-20T05:47:05Z |
institution | BVB |
isbn | 0321552628 9780321552624 |
language | English |
lccn | 2009018793 |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-018874497 |
oclc_num | 311754018 |
open_access_boolean | |
owner | DE-83 DE-91G DE-BY-TUM DE-Aug4 DE-703 |
owner_facet | DE-83 DE-91G DE-BY-TUM DE-Aug4 DE-703 |
physical | L, 885 S. Ill., graph. Darst. |
publishDate | 2010 |
publishDateSearch | 2010 |
publishDateSort | 2010 |
publisher | Addison-Wesley |
record_format | marc |
series2 | OpenGL series |
spelling | Shreiner, Dave Verfasser (DE-588)138435545 aut OpenGL programming guide the official guide to learning OpenGL, versions 3.0 and 3.1 Dave Shreiner Open GL 7. ed., [reprint.] Upper Saddler River, NJ [u.a.] Addison-Wesley 2010 L, 885 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier OpenGL series OpenGL Computer graphics / Specifications Application program interfaces (Computer software) Computer programming OpenGL (Logiciel) Infographie / Logiciels Computer graphics Computergrafik (DE-588)4010450-3 gnd rswk-swf OpenGL (DE-588)4391716-1 gnd rswk-swf OpenGL (DE-588)4391716-1 s Computergrafik (DE-588)4010450-3 s DE-604 Digitalisierung UB Bayreuth application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=018874497&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Shreiner, Dave OpenGL programming guide the official guide to learning OpenGL, versions 3.0 and 3.1 OpenGL Computer graphics / Specifications Application program interfaces (Computer software) Computer programming OpenGL (Logiciel) Infographie / Logiciels Computer graphics Computergrafik (DE-588)4010450-3 gnd OpenGL (DE-588)4391716-1 gnd |
subject_GND | (DE-588)4010450-3 (DE-588)4391716-1 |
title | OpenGL programming guide the official guide to learning OpenGL, versions 3.0 and 3.1 |
title_alt | Open GL |
title_auth | OpenGL programming guide the official guide to learning OpenGL, versions 3.0 and 3.1 |
title_exact_search | OpenGL programming guide the official guide to learning OpenGL, versions 3.0 and 3.1 |
title_full | OpenGL programming guide the official guide to learning OpenGL, versions 3.0 and 3.1 Dave Shreiner |
title_fullStr | OpenGL programming guide the official guide to learning OpenGL, versions 3.0 and 3.1 Dave Shreiner |
title_full_unstemmed | OpenGL programming guide the official guide to learning OpenGL, versions 3.0 and 3.1 Dave Shreiner |
title_short | OpenGL programming guide |
title_sort | opengl programming guide the official guide to learning opengl versions 3 0 and 3 1 |
title_sub | the official guide to learning OpenGL, versions 3.0 and 3.1 |
topic | OpenGL Computer graphics / Specifications Application program interfaces (Computer software) Computer programming OpenGL (Logiciel) Infographie / Logiciels Computer graphics Computergrafik (DE-588)4010450-3 gnd OpenGL (DE-588)4391716-1 gnd |
topic_facet | OpenGL Computer graphics / Specifications Application program interfaces (Computer software) Computer programming OpenGL (Logiciel) Infographie / Logiciels Computer graphics Computergrafik |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=018874497&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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