By Richard S. Wright, Nicholas Haemel, Graham Sellers
OpenGL® SuperBible, 6th version, is the definitive programmer’s advisor, instructional, and reference for the world’s top 3D API for real-time special effects, OpenGL 4.3. the easiest all-around creation to OpenGL for builders in any respect degrees of expertise, it truly explains either the most recent API and critical comparable suggestions. You’ll locate up to date, hands-on information for all elements of contemporary OpenGL improvement on either laptop and cellular systems, together with modifications, texture mapping, shaders, buffers, geometry administration, and lots more and plenty more.
Extensively revised, this variation provides many new OpenGL 4.3 positive aspects, together with compute shaders, texture perspectives, oblique attracts, and better API debugging. it's been reorganized to concentration extra tightly at the API, to hide the full pipeline prior, and that will help you completely comprehend the interactions among OpenGL and images hardware.
A sensible creation to the necessities of realtime 3D graphics
Core OpenGL 4.3 strategies for rendering, changes, and texturing
Foundational math for growing fascinating 3D snap shots with OpenGL
Writing your personal shaders, with examples to get you started
Cross-platform OpenGL, together with crucial platform-specific API initialization fabric for Linux, OS X, and Windows
Vertex processing, drawing instructions, primitive processing, fragments, and framebuffers
Using compute shaders to harness today’s pictures playing cards for greater than graphics
Monitoring and controlling the OpenGL pictures pipeline
Advanced rendering: gentle simulation, inventive and non-photo-realistic rendering, and deferred shading
Modern OpenGL debugging and function optimization
Bonus fabric and pattern code can be found from the spouse site, openglsuperbible.com.
Read or Download OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition) PDF
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Additional resources for OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition)
The second rule of flocking . . . . . . . Main body of the flocking update compute shader . Inputs to the flock rendering vertex shader . . . Flocking vertex shader body . . . . . . . . . . . . . . . 438 444 444 447 450 453 455 459 464 465 466 467 467 468 469 470 . . . . 9 xxx Getting the result from a query object . . . . Figuring out if occlusion query results are ready . Simple, application-side conditional rendering . Rendering when query results aren’t available .
As polygons, triangles are always convex, and therefore filling rules are easy to devise and follow. Concave polygons can always be broken down into two or more triangles, and so hardware natively supports rendering triangles directly and relies on other subsystems4 to break complex geometry into triangles. The rasterizer is dedicated hardware that converts the three-dimensional representation of a triangle into a series of pixels that need to be drawn onto the screen. Points, lines, and triangles are formed from collections of one, two, or three vertices, respectively.
Rendering to two layers with a geometry shader . Copying from an array texture to a stereo back buffer . . . . . . . . . . . . . Turning on line smoothing . . . . . . . Choosing 8-sample antialiasing . . . . . . Setting up a multi-sample framebuffer attachment Simple multi-sample “maximum” resolve . . . Fragment shader producing high-frequency output . . . . . . . . . . . . . A 100-megapixel virtual framebuffer . . . . Applying simple exposure coefficient to an HDR image .