圖書名稱:OPENGL PROGRAMMING GUIDE: THE OFFICIAL GUIDE TO LEARNING OPENGL, VERSION 3.0 AND 3.1, 7/E
For years, graphics programmers have relied on a single authoritative book to master OpenGL programming: The OpenGL Programming Guide, also known as "the Red Book." With the release of Version 3.0, developers must master a radically new and more powerful version of OpenGL: one that breaks binary and source code compatibility and requires fundamentally different coding techniques. For graphics programmers, it's almost like starting over: the new interface largely invalidates some fifteen years of accumulated knowledge and techniques.
目錄
Ch1: Introduction to OpenGL
Ch2: State Management and Drawing Geometric Objects
Ch3: Viewing
Ch4: Color
Ch5: Lighting
Ch6: Blending, Antialiasing, Fog, and Polygon Offset
Ch7: Display Lists
Ch8: Drawing Pixels, Bitmaps, Fonts, and Images
Ch9: Texture Mapping
Ch10: The Framebuffer
Ch11: Tessellators and Quadrics
Ch12: Evaluators and NURBS
Ch13: Selection and Feedback
Ch14: Now That You Know
Ch15: The OpenGL Shading Language
Appendix A: Basics of GLUT: The OpenGL Utility Toolkit
Appendix B: State Variables
Appendix C: Homogeneous Coordinates and Transformation Matrices
Appendix D: OpenGL and Window Systems
Appendix E: Order of Operations
Appendix F: Programming Tips
Appendix G: OpenGL Invariance
Appendix H: Calculating Normal Vectors
Appendix I: Built-In OpenGL Shading Language Variables and Functions
Appendix J: Floating-Point Formats for Textures, Framebuffers, and Renderbuffers
Appendix K: RGTC Compressed Texture Format
Appendix L: std140 Uniform Buffer Layout
Ch1: Introduction to OpenGL
Ch2: State Management and Drawing Geometric Objects
Ch3: Viewing
Ch4: Color
Ch5: Lighting
Ch6: Blending, Antialiasing, Fog, and Polygon Offset
Ch7: Display Lists
Ch8: Drawing Pixels, Bitmaps, Fonts, and Images
Ch9: Texture Mapping
Ch10: The Framebuffer
Ch11: Tessellators and Quadrics
Ch12: Evaluators and NURBS
Ch13: Selection and Feedback
Ch14: Now That You Know
Ch15: The OpenGL Shading Language
Appendix A: Basics of GLUT: The OpenGL Uti...