Opengl Programming Guide: The Official Guide to Learning Opengl, Version 4. 3
Shreiner, Dave,Sellers, Graham,Kessenich, John M.,Licea-Kane, Bill M.
Synopsis "Opengl Programming Guide: The Official Guide to Learning Opengl, Version 4. 3 "
Complete Coverage of the OpenGL® Shading Language! Today’s OpenGL software interface enables programmers to produce extraordinarily high-qualityComplete Coverage of the OpenGL® Shading Language! Today’s OpenGL software interface enables programmers to produce extraordinarily high-quality computer-generated images and interactive applications using 2D and 3D objects, bitmaps, and color images.OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 4.3, Eighth Edition, has been completely rewritten in this edition and provides definitive, comprehensive information on OpenGL and the OpenGL Shading Language. This edition of the best-selling “Red Book” describes the features through OpenGL version 4.3. It also includes updated information and techniques formerly covered in OpenGL® Shading Language (the “Orange Book”).For the first time, this guide completely integrates shader techniques, alongside classic, function-centric techniques. Extensive new text and code are presented, demonstrating the latest in OpenGL programming techniques.OpenGL® Programming Guide, Eighth Edition, provides clear explanations of OpenGL functionality and core computer graphics techniques, including drawing, colors, pixels, framebuffer objects, geometric transformations and clipping, texture mapping, light and shadow; memory; and tessellation, geometry, and compute shaders. Reference appendixes address key topics including debugging, profiling, performance optimization, extensions, GLSL, WebGL and OpenGL ES, GLUT, and floating-point formats.New OpenGL features in this edition include Best practices and sample code for taking full advantage of shaders and the entire shading pipeline (including geometry and tessellation shaders) Integration of general computation into the rendering pipeline via compute shaders Techniques for binding multiple shader programs at once during application execution GLSL 4.3 multi-dimensional data handling with “arrays made out of arrays” Additional new techniques for optimizing graphics program performance