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OpenGL Superbible: Comprehensive Tutorial and Reference, Rough Cuts, 7th Edition

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OpenGL Superbible: Comprehensive Tutorial and Reference, Rough Cuts, 7th Edition

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Description

  • Copyright 2016
  • Edition: 7th
  • Premium Item
  • ISBN-10: 0-13-419315-6
  • ISBN-13: 978-0-13-419315-1

This is the Rough Cut version of the printed book.

OpenGL® SuperBible, Seventh Edition, is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 4.5. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the newest API and indispensable related concepts. You’ll find up-to-date, hands-on guidance for all facets of modern OpenGL development on both desktop and mobile platforms, including transformations, texture mapping, shaders, buffers, geometry management, and much more.

Extensively revised, this edition presents many new OpenGL 4.5 features, including compute shaders, texture views, indirect draws, and enhanced API debugging. It has been reorganized to focus more tightly on the API, to cover the entire pipeline earlier, and to help you thoroughly understand the interactions between OpenGL and graphics hardware.

Coverage includes

  • A practical introduction to the essentials of realtime 3D graphics
  • Core OpenGL 4.5 techniques for rendering, transformations, and texturing
  • Foundational math for creating interesting 3D graphics with OpenGL
  • Writing your own shaders, with examples to get you started
  • Cross-platform OpenGL, including essential platform-specific API initialization material for Linux, OS X, and Windows
  • Vertex processing, drawing commands, primitive processing, fragments, and framebuffers
  • Using compute shaders to harness today’s graphics cards for more than graphics
  • Monitoring and controlling the OpenGL graphics pipeline
  • Advanced rendering: light simulation, artistic and non-photo-realistic rendering, and deferred shading
  • Modern OpenGL debugging and performance optimization

Bonus material and sample code will be made available.

Sample Content

Table of Contents

Figures

Tables

Examples

Acknowledgments

About the Authors

Foreword

About this Book

The Architecture of the Book

What’s New in this Edition

How to Build the Samples

Errata

Part I: Foundations

Chapter 1: Introduction

OpenGL and the Graphics Pipeline

The Origins and Evolution of OpenGL

Primitives, Pipelines, and Pixels

Summary

Chapter 2: Our First OpenGL Program

Creating a Simple Application

Using Shaders

Drawing Our First Triangle

Summary

Chapter 3: Following the Pipeline

Passing Data to the Vertex Shader

Passing Data from Stage to Stage

Tessellation

Geometry Shaders

Primitive Assembly, Clipping, and Rasterization

Fragment Shaders

Framebuffer Operations

Compute Shaders

Using Extensions in OpenGL

Summary

Chapter 4: Math for 3D Graphics

A Crash Course in 3D Graphics Math

Understanding Transformations

Interpolation, Lines, Curves, and Splines

Summary

Chapter 5: Data

Buffers

Uniforms

Shader Storage Blocks

Atomic Counters

Textures

Summary

Chapter 6: Shaders and Programs

Language Overview

Compiling, Linking, and Examining Programs

Summary

Part II: In Depth

Chapter 7: Vertex Processing and Drawing Commands

Vertex Processing

Drawing Commands

Storing Transformed Vertices

Clipping

Summary

Chapter 8: Primitive Processing

Tessellation

Geometry Shaders

Summary

Chapter 9: Fragment Processing and the Framebuffer

Fragment Shaders

Per-Fragment Tests

Color Output

Off-Screen Rendering

Antialiasing

Advanced Framebuffer Formats

Point Sprites

Getting at Your Image

Summary

Chapter 10: Compute Shaders

Using Compute Shaders

Examples

Summary

Chapter 11: Advanced Data Management

Eliminating Binding

Sparsely-Populated Textures

Texture Compression

Packed Data Formats

High Quality Texture Filtering

Summary

Chapter 12: Controlling and Monitoring the Pipeline

Queries

Synchronization in OpenGL

Summary

Part III: In Practice

Chapter 13: Rendering Techniques

Lighting Models

Non Photo-Realistic Rendering

Alternative Rendering Methods

Two-Dimensional Graphics

Summary

Chapter 14: High Performance OpenGL

Optimizing CPU Performance

Low-Overhead OpenGL

Performance Analysis Tools

Summary

Chapter 15: Debugging and Stability

Debugging Your Applications

Security and Robustness

Summary

Appendix A: The SuperBible Tools

Appendix B: The SBM File Format

Appendix C: OpenGL Features and Versions

List of OpenGL Functions

Functions Introduced by OpenGL Extensions

Glossary

Index

Updates

Submit Errata

More Information

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