Book description
OpenGL® SuperBible, Seventh Edition, is the definitive programmer’s guide, tutorial, and reference for OpenGL 4.5, the world’s leading 3D API for real-time computer graphics. The best introduction for any developer, it clearly explains OpenGL’s newest APIs; key extensions; shaders; and essential, related concepts. You’ll find up-to-date, hands-on guidance for all facets of modern OpenGL development—both desktop and mobile.
The authors explain what OpenGL does, how it connects to the graphics pipeline, and how it manages huge datasets to deliver compelling experiences. Step by step, they present increasingly sophisticated techniques, illuminating key concepts with worked examples. They introduce OpenGL on several popular platforms, and offer up-to-date best practices and performance advice.
This revised and updated edition introduces many new OpenGL 4.5 features, including important ARB and KHR extensions that are now part of the standard. It thoroughly covers the latest Approaching Zero Driver Overhead (AZDO) performance features, and demonstrates key enhancements with new example applications.
Coverage includes
A practical introduction to real-time 3D graphics, including foundational math
Core techniques for rendering, transformations, and texturing
Shaders and the OpenGL Shading Language (GLSL) in depth
Vertex processing, drawing commands, primitives, fragments, and framebuffers
Compute shaders: harnessing graphics cards for more than graphics
Pipeline monitoring and control
Managing, loading, and arbitrating access to data
Building larger applications and deploying them across platforms
Advanced rendering: light simulation, artistic and non-photorealistic effects, and more
Reducing CPU overhead and analyzing GPU behavior
Supercharging performance with persistent maps, bindless textures, and fine-grained synchronization
Preventing and debugging errors
New applications: texture compression, text drawing, font rendering with distance fields, high-quality texture filtering, and OpenMP
Bonus material and sample code are available at openglsuperbible.com.
Table of contents
- About This eBook
- Title Page
- Copyright Page
- Dedication Page
- Contents
- Figures
- Tables
- Listings
- Foreword
- Preface
- Acknowledgments
- About the Author
-
Part I: Foundations
- Chapter 1. Introduction
- Chapter 2. Our First OpenGL Program
- Chapter 3. Following the Pipeline
- Chapter 4. Math for 3D Graphics
- Chapter 5. Data
- Chapter 6. Shaders and Programs
-
Part II: In Depth
- Chapter 7. Vertex Processing and Drawing Commands
-
Chapter 8. Primitive Processing
- Tessellation
-
Geometry Shaders
- The Pass-Through Geometry Shader
- Using Geometry Shaders in an Application
- Discarding Geometry in the Geometry Shader
- Modifying Geometry in the Geometry Shader
- Generating Geometry in the Geometry Shader
- Changing the Primitive Type in the Geometry Shader
- Multiple Streams of Storage
- New Primitive Types Introduced by the Geometry Shader
- Multiple Viewport Transformations
- Summary
- Chapter 9. Fragment Processing and the Framebuffer
- Chapter 10. Compute Shaders
- Chapter 11. Advanced Data Management
- Chapter 12. Controlling and Monitoring the Pipeline
- Part III: In Practice
- Appendix A. The SuperBible Tools
- Appendix B. The SBM File Format
- Appendix C. OpenGL Features and Versions
- Glossary
- Index
- Code Snippets
Product information
- Title: OpenGL SuperBible: Comprehensive Tutorial and Reference, Seventh Edition
- Author(s):
- Release date: July 2015
- Publisher(s): Addison-Wesley Professional
- ISBN: 9780134193120
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