OpenGL Superbible (häftad)
Häftad (Paperback)
Antal sidor
Addison-Wesley Professional
Wright, Richard / Haemel, Nicholas
228 x 177 x 50 mm
1682 g
Antal komponenter
OpenGL Superbible (häftad)

OpenGL Superbible

Comprehensive Tutorial and Reference

Häftad, Engelska, 2015-08-13
  • Skickas inom 5-8 vardagar.
  • Gratis frakt inom Sverige över 199 kr för privatpersoner.
Finns även som
Visa alla 1 format & utgåvor
OpenGL SuperBible, Seventh Edition, is the definitive programmers guide, tutorial, and reference for OpenGL 4.5, the worlds leading 3D API for real-time computer graphics. The best introduction for any developer, it clearly explains OpenGLs newest APIs; key extensions; shaders; and essential, related concepts. Youll find up-to-date, hands-on guidance for all facets of modern OpenGL developmentboth desktop and mobile.


The authors explain what OpenGL does, how it connects to the graphics pipeline, and how it manages huge datasets to deliver compelling experiences. Step by step, they present increasingly sophisticated techniques, illuminating key concepts with worked examples. They introduce OpenGL on several popular platforms, and offer up-to-date best practices and performance advice.


This revised and updated edition introduces many new OpenGL 4.5 features, including important ARB and KHR extensions that are now part of the standard. It thoroughly covers the latest Approaching Zero Driver Overhead (AZDO) performance features, and demonstrates key enhancements with new example applications.


Coverage includes

  • A practical introduction to real-time 3D graphics, including foundational math
  • Core techniques for rendering, transformations, and texturing
  • Shaders and the OpenGL Shading Language (GLSL) in depth
  • Vertex processing, drawing commands, primitives, fragments, and framebuffers
  • Compute shaders: harnessing graphics cards for more than graphics
  • Pipeline monitoring and control
  • Managing, loading, and arbitrating access to data
  • Building larger applications and deploying them across platforms
  • Advanced rendering: light simulation, artistic and non-photorealistic effects, and more
  • Reducing CPU overhead and analyzing GPU behavior
  • Supercharging performance with persistent maps, bindless textures, and fine-grained synchronization
  • Preventing and debugging errors
  • New applications: texture compression, text drawing, font rendering with distance fields, high-quality texture filtering, and OpenMP 
Bonus material and sample code are available at
Visa hela texten

Passar bra ihop

  1. OpenGL Superbible
  2. +
  3. Tomorrow, And Tomorrow, And Tomorrow

De som köpt den här boken har ofta också köpt Tomorrow, And Tomorrow, And Tomorrow av Gabrielle Zevin (häftad).

Köp båda 2 för 827 kr


Har du läst boken? Sätt ditt betyg »

Fler böcker av Graham Sellers

  • Vulkan Programming Guide

    Graham Sellers

    Vulkan Programming Guide introduces powerful 3D development techniques for fields ranging from video games to medical imaging, and state-of-the-art approaches to solving challenging scientific compute problems.

Övrig information

Graham Sellers is a software architect on the OpenGL driver team and engineering Fellow at AMD. He represents AMD at the ARB and has contributed to many extensions and to the core OpenGL Specification. He holds several patents in the fields of computer graphics and image processing.


Figures xv

Tables xxi

Listings xxiii

Foreword xxxi

Preface xxxiii

Acknowledgments xxxix

About the Author xli


Part I: Foundations 1


Chapter 1: Introduction 3

OpenGL and the Graphics Pipeline 4

The Origins and Evolution of OpenGL 6

Primitives, Pipelines, and Pixels 10

Summary 11


Chapter 2: Our First OpenGL Program 13

Creating a Simple Application 14

Using Shaders 17

Drawing Our First Triangle 24

Summary 26


Chapter 3: Following the Pipeline 27

Passing Data to the Vertex Shader 28

Passing Data from Stage to Stage 30

Tessellation 33

Geometry Shaders 37

Primitive Assembly, Clipping, and Rasterization 39

Fragment Shaders 43

Framebuffer Operations 47

Compute Shaders 48

Using Extensions in OpenGL 49

Summary 54


Chapter 4: Math for 3D Graphics 55

Is This the Dreaded Math Chapter 56

A Crash Course in 3D Graphics Math 57

Understanding Transformations 69

Interpolation, Lines, Curves, and Splines 89

Summary 97


Chapter 5: Data 99

Buffers 100

Uniforms 117

Shader Storage Blocks 140

Atomic Counters 147

Textures 152

Summary 203


Chapter 6: Shaders and Programs 205

Language Overview 206

Compiling, Linking, and Examining Programs 219

Summary 238


Part II: In Depth 239


Chapter 7: Vertex Processing and Drawing Commands 241

Vertex Processing 242

Drawing Commands 249

Storing Transformed Vertices 278

Clipping 296

Summary 303


Chapter 8: Primitive Processing 305

Tessellation 306

Geometry Shaders 333

Summary 364


Chapter 9: Fragment Processing and the Framebuffer 365

Fragment Shaders 366

Per-Fragment Tests 369

Color Output 382

Off-Screen Rendering 390

Antialiasing 412

Advanced Framebuffer Formats 428

Point Sprites 448

Getting at Your Image 458

Summary 466


Chapter 10: Compute Shaders 467

Using Compute Shaders 468

Examples 479

Summary 502


Chapter 11: Advanced Data Management 503

Eliminating Binding 504

Sparsely Populated Textures 509

Texture Compression 516

Packed Data Formats 525

High-Quality Texture Filtering 527

Summary 531


Chapter 12: Controlling and Monitoring the Pipeline 533

Queries 534

Synchronization in OpenGL 556

Summary 562


Part III: In Practice 565


Chapter 13: Rendering Techniques 56...