OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 1.4

OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 1.4

by Dave Shreiner (Author), Mason Woo (Author), Dave Shreiner (Author), Jackie Neider (Author), OpenGL Architecture Review Board et al. (Author), Tom Davis (Author)

Synopsis

The OpenGL Programming Guide provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through version 1.2. This fourth edition of the bestselling guide will describe all of the latest features of OpenGL versions 1.3 and 1.4, as well as the important OpenGL ARB extensions. Some of the new features in the core library include cube-mapped texture mapping, multi-texturing, multi-sampled anti-aliasing, depth-texturing and shadows, and advanced texture application modes. Most importantly, the ARB vertex and fragment program extension (commonly referred to as shaders ) will be introduced. Many new example programs and color slides have been incorporated as well. As with all of the previous editions, this one was developed under the auspices of the OpenGL Architecture Review Board, and industry consortium responsible for guiding the evolution of OpenGL, and written by some of the most influential developers in the field.

$4.47

Save:$57.10 (93%)

Quantity

2 in stock

More Information

Format: Paperback
Pages: 816
Edition: 4
Publisher: Addison Wesley
Published: 13 Nov 2003

ISBN 10: 0321173481
ISBN 13: 9780321173485
Book Overview:

OpenGL is a powerful software interface used to produce high-quality computer graphics. The OpenGL Programming Guide provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through version 1.2. This fourth edition of the bestselling guide will describe all of the latest features of OpenGL versions 1.3 and 1.4, as well as the important OpenGL ARB extensions. Some of the new features in the core library include cube-mapped texture mapping, multi-texturing, multi-sampled anti-aliasing, depth-texturing and shadows, and advanced texture application modes. Most importantly, the ARB vertex and fragment program extension (commonly referred to as shaders ) will be introduced. Many new example programs and color slides have been incorporated as well. As with all of the previous editions, this one was developed under the auspices of the OpenGL Architecture Review Board, and industry consortium responsible for guiding the evolution of OpenGL, and written by some of the most influential developers in the field. Any developer incorporating graphics into his or her programs will want a copy of this authoritative


Author Bio



0321173481AB06132006