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Index
About This eBook
Title Page
Copyright Page
Dedication Page
Contents
Figures
Tables
Listings
Foreword
Preface
About This Book
The Architecture of the Book
What’s New in This Edition
How to Build the Samples
Errata
Acknowledgments
About the Authors
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
Summary
Chapter 4. Math for 3D Graphics
Is This the Dreaded Math Chapter?
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. Controlling and Monitoring the Pipeline
Queries
Synchronization in OpenGL
Summary
Part III: In Practice
Chapter 12. Rendering Techniques
Lighting Models
Non-Photo-Realistic Rendering
Alternative Rendering Methods
Summary
Chapter 13. Debugging and Performance Optimization
Debugging Your Applications
Performance Optimization
Summary
Chapter 14. Platform Specifics
Using Extensions in OpenGL
OpenGL on Windows
OpenGL on Mac OS X
OpenGL on Linux
OpenGL on Mobile Platforms
Summary
Appendix A. Further Reading
Other Good OpenGL Books
3D Graphics Books
Web Sites
Appendix B. The SBM File Format
File Header
Chunk Headers
Defined Chunks
Example
Appendix C. The SuperBible Tools
The ktxtool Utility
The dds2ktx Utility
The sb6mtool Utility
Glossary
Index
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