Contents at a Glance

     Preface

     About the Authors

     Introduction

Part I     The Old Testament

       1     Introduction to 3D Graphics and OpenGL

       2     Using OpenGL

       3     Drawing in Space: Geometric Primitives and Buffers

       4     Geometric Transformations: The Pipeline

       5     Color, Materials, and Lighting: The Basics

       6     More on Colors and Materials

       7     Imaging with OpenGL

       8     Texture Mapping: The Basics

       9     Texture Mapping: Beyond the Basics

     10     Curves and Surfaces

     11     It’s All About the Pipeline: Faster Geometry Throughput

     12     Interactive Graphics

     13     Occlusion Queries: Why Do More Work Than You Need To?

     14     Depth Textures and Shadows

Part II     The New Testament

     15     Programmable Pipeline: This Isn’t Your Father’s OpenGL

     16     Vertex Shading: Do-It-Yourself Transform, Lighting, and Texgen

     17     Fragment Shading: Empower Your Pixel Processing

     18     Advanced Buffers

Part III     The Apocryph

     19     Wiggle: OpenGL on Windows

     20     OpenGL on MacOS X

     21     OpenGL on Linux

     22     OpenGL ES – OpenGL on the Small

       A     Appendix A: Further Reading/References

       B     Appendix B: Glossary

       C     Appendix C: API Reference

               Index

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