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OpenGL SuperBible
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OpenGL SuperBible

OpenGL SuperBible

Richard S. Wright, Peter Wright, Michael R. Sweet

696 pages, parution le 15/12/1999 (2eme édition)

Résumé

OpenGL SuperBible, Second Edition is a comprehensive, hands-on guide that
provides everything you need to program with the new version of OpenGL. Find the
necessary guidance in applying complex concepts - such as drawing in space;
points, lines, and polygons; moving around in space; color, lighting, and materials;
Raster graphics in OpenGL; texture mapping; 3D modeling and object composition; fog and blending visual effects;curves and surfaces; OpenGL pixel format and
rendering context; non-Windows rendering; and more.
  • Designed for Windows programmers wanting to master OpenGL and expand
    their knowledge of graphics programming, 3D graphics, and OpenGL
    implementation, and also for seasoned OpenGL programmers needing
    assistance porting their applications.
  • Serves as both a tutorial and reference manual, offering guidance in applying
    the complex concepts it details
  • Richard S. Wright Jr., teaches 3D graphics programming at Full Sail in Orlando
    Florida, and is a former Real 3D representative to the OpenGL Architecture
    Review Board.
  • CD-ROM contains source code and recompiled examples from chapters, the
    SGI OpenGL for Windows (MMX Optimized), and the GLUT library

Table of contents



Chapter 1: 3D Graphics Fundamentals
Chapter 2: What Is OpenGL?
Chapter 3: Using OpenGL
Chapter 4: Drawing in Space: Lines, Points, and Polygons
Chapter 5: Moving Around in Space: Coordinate Transformations
Chapter 6: Color, Lighting, and Materials
Chapter 7: Raster Graphics in OpenGL
Chapter 8: Texture Mapping
Chapter 9: 3D Modeling and Object Composition
Chapter 10: Visual Effects: Blending and Fog
Chapter 11: Buffers: Not just for Animation
Chapter 12: Beyond Lines and Triangles
Chapter 13: Curves and Surfaces: What the #%@!& Are NURBS?
Chapter 14: Interactive Graphics
Chapter 15: Imaging with OpenGL
Chapter 16: Common OpenGL Extensions
Chapter 17: The OpenGL Pixel Format and Rendering Context
Chapter 18: Non-Windowed Rendering
Chapter 19: Real-Time Programming with OpenGL


L'auteur - Richard S. Wright

Richard S. Wright, Jr.

teaches 3D graphics programming at Full Sail in Orlando, Florida, and is a former Real 3D representative to the OpenGL Architecture Review Board. Author of the first edition of the OpenGL SuperBible, Richard is also the founder and President of StarStone Software Systems, Inc., and creator of Eye of the Storm, an online, interactive, 3D hurricane and storm tracking system.

L'auteur - Peter Wright

Peter Wright

is an independent software consultant, and author.
He first cut his teeth GUI programming in the 1980s writing game software for the venerable Amiga, before moving up to more "serious" work with Windows, UNIX and Linux. Today he has lead development teams all over the world, working for a number of key players in the software and financial markets. He specializes in Rapid Application Development techniques using C, C++, Pascal, Java and Visual Basic.

As an author, Peter has written more than 10 international bestsellers on programming, and over 300 technical articles, covering everything from video games to distributed n-tier client server applications. Some of his books have even been translated in French, Korean and Indian.

L'auteur - Michael R. Sweet


Michael Sweet

is co-founder of Easy Software Products, a small software firm specializing in printing, Internet, and computer graphics technologies. Michael is co-author of the Personal Computer Display System, an OpenGL-based software tool used by U.S. and Canadian military pilots in their training.

Caractéristiques techniques

  PAPIER
Éditeur(s) Waite Group Press
Auteur(s) Richard S. Wright, Peter Wright, Michael R. Sweet
Parution 15/12/1999
Édition  2eme édition
Nb. de pages 696
Format 18,8 x 23,2
Poids 1242g
EAN13 9781571691644

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