Book Description

OpenGL® SuperBible, Fifth Edition is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 3.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the API and essential associated programming concepts. Readers will find up-to-date, hands-on guidance on all facets of modern OpenGL development, including transformations, texture mapping, shaders, advanced buffers, geometry management, and much more. Fully revised to reflect ARB’s latest official specification (3.3), this edition also contains a new start-to-finish tutorial on OpenGL for the iPhone, iPod touch, and iPad.

Coverage includes

• A practical introduction to the essentials of real-time 3D graphics

• Core OpenGL 3.3 techniques for rendering, transformations, and texturing

• Writing your own shaders, with examples to get you started

• Cross-platform OpenGL: Windows (including Windows 7), Mac OS X, GNU/Linux, UNIX, and embedded systems

• OpenGL programming for iPhone, iPod touch, and iPad: step-by-step guidance and complete example programs

• Advanced buffer techniques, including full-definition rendering with floating point buffers and textures

• Fragment operations: controlling the end of the graphics pipeline

• Advanced shader usage and geometry management

• A fully updated API reference, now based on the official ARB (Core) OpenGL 3.3 manual pages

• New bonus materials and sample code on a companion Web site, www.starstonesoftware.com/OpenGL

Part of the OpenGL Technical Library–The official knowledge resource for OpenGL developers

The OpenGL Technical Library provides tutorial and reference books for OpenGL. The Library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies.

Table of Contents

  1. Title Page
  2. Copyright Page
  3. Dedication
  4. Contents at a Glance
  5. Table of Contents
  6. Preface to the Fifth Edition
  7. Preface to the Fourth Edition
  8. Preface to the Third Edition
  9. Acknowledgments
  10. About the Authors
  11. Introduction
  12. Part I Basic Concepts
    1. Chapter 1 Introduction to 3D Graphics and OpenGL
    2. Chapter 2 Getting Started
    3. Chapter 3 Basic Rendering
    4. Chapter 4 Basic Transformations: A Vector/Matrix Primer
    5. Chapter 5 Basic Texturing
    6. Chapter 6 Thinking Outside the Box: Nonstock Shaders
    7. Chapter 7 More Advanced Texture Topics
  13. Part II Intermediate to Advanced Ideas
    1. Chapter 8 Buffer Objects: Storage Is Now in Your Hands
    2. Chapter 9 Advanced Buffers: Beyond the Basics
    3. Chapter 10 Fragment Operations: The End of the Pipeline
    4. Chapter 11 Advanced Shader Usage
    5. Chapter 12 Advanced Geometry Management
  14. Part III Platform-Specific Notes
    1. Chapter 13 OpenGL on Windows
    2. Chapter 14 OpenGL on OS X
    3. Chapter 15 OpenGL on Linux
    4. Chapter 16 OpenGL ES on Mobile Devices
  15. Appendix A Further Reading
  16. Appendix B Glossary
  17. Appendix C OpenGL Man Pages for (Core) OpenGL 3.3
  18. Index
  19. Color Plate