OpenGL SuperBible
Salvato in:
| Autori principali: | , |
|---|---|
| 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

