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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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