OpenGL SuperBible

Salvato in:
Dettagli Bibliografici
Autori principali: Wright, Richard S., Jr., 1965-, Sweet, Michaël, 1969- (Autore)
Natura: Livre papier
Lingua:Anglais
Pubblicazione: Indianapolis : Waite Group Press C 2000.
Edizione:2nd ed.
Soggetti:
Nota: Configuration requise pour le cédérom : IBM compatible PC avec Windows 95/98/NT
Autres localisations: Voir dans le Sudoc
Sommario:
  • Part 1. Nuts and bolts - An introduction to the OpenGL API
  • 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. Movieng around in space : coordinate transformations
  • Chapter 6. Color, lighting, and materials
  • Part 2. Meat and potatoes - The staples of OpenGL rendering
  • 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
  • Part 3. OpenGL for Windows : OpenGL + WIN32 = WIGGLE
  • Chapter 17. The OpenGL pixel format and rendering context
  • Chapter 18. Non-windowed rendering
  • Chapter 19. Real-time programming with OpenGL
  • Part 4. Appendixes
  • Appendix A. Summary of OpenGL updates
  • Appendix B. Further reading
  • Appendix C. The OpenGL state machine
  • Appendix D. Glossary