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OpenGL SuperBible 7 pdf

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  • 发布时间:2020-07-21
  • 实例类别:一般编程问题
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实例介绍

【实例简介】
学习OpenGL必备的蓝皮书,第七版,更加翔实的内容和代码
OpenGL Superbible Seventh edition Comprehensive tutorial and reference Graham sellers Richard s wright, Jr Nicholas haemel wAddison-Wesley New York· Boston· Indianapolis San francisco Toronto· Montreal· London· Munich· Paris· Madrid Capetown· Sydney· Tokyo· Singapore· Mexico city Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and the publisher was aware of a trademark claim, the designations have been printed with initial capital letters or in all capitals Opengl is a registered trademark of Silicon Graphics Inc. and is used by permission of Khronos The authors and publisher have taken care in the preparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors or omissions. No liability is assumed for incidental or consequential damages in connection with or arising out of the use of the information or programs contained herein For information about buying this title in bulk quantities, or for special sales opportunities(which may include electronic versions; custom cover designs and content particular to your business, training goals, marketing focus, or branding interests), please contact our corporate sales department at corpsales @pearsoned com or(800382-3419 Forgovernmentsalesinquiriespleasecontactgovernmentsales(@pearsoned.com. For questions about sales outside the United States, please contact international(@pearsoned.com. Visit us on the Web: informit. com/aw Library of Congress Cataloging-in-Publication Data Wright, Richard S, Ur, 1965-author OpenGL super Bible: comprehensive tutorial and reference Seventh edition /Graham Sellers, Richard S Wright, Jr, Nicholas Haemel pages cm Includes bibliographical references and index ISBN978-0-672-33747-5(pbk.:alk. paper)ISBN0-672-33747-9 (pbk: alk. paper 1. Computer graphics. 2. OpenGL. I Sellers, Graham, author. II Haemel. Nicholas. author. IlL. Title T385.W7282016 00668dc23 2015014278 Copyright c 2016 Pearson Education, Inc All rights reserved. Printed in the United States of America. This publication is otected by copyright, and permission must be obtained from the publisher prior to any prohibited reproduction, storage in a retrieval system, or transmission in any form or by any means, electronic, mechanical, photocopying, recording, or likewise. To obtain permission to use material from this work, please submit a written request to Pearson Education, InC, Permissions Department, 200 Old Tappan road, Old Tappan, New Jersey 07675, or you may fax your request to(201)236-3290 ISBN-13:978-0-672-33747-5 ISBN-10:0-672-33747-9 Text printed in the United States on recycled paper at rr donnelley in Crawfordsville. Indiana First printing, July 2015 Editor-in-Chief Mark L. taub Executive editor Laura lewin Managing Editor ohn uller Full-Service Production Manager Julie b. nahil Copy editor Jill hobbs Indexer Larry d. Swea Proofreader Anna Popick Technical re viewer Matias Goldberg Editorial assistant Olivia basegio Compositor diacritech OpenGL Series from Addison-Wesley penGL WcbGL Openc rograinming Guide Frograrriining Guide OpenGL ES 3.0 Programming guide gramming guide 时w巧内 m剂! trilL WAddison-Wesley VisIt informIt. com/opengl for a complete lIst of avallable products he opengl graphics system is a software interface to graphics hardware (GL stands for"Graphics Library )It allows you to create interactive programs that produce color images of moving, three-dimensional objects With OpenGL you can control computer-graphics technology to produce realistic pictures, or ones that depart from reality in imaginative ways The Open GL Series from Addison-Wesley Professional comprises tutorial and reference books that help programmers gain a practical understanding of open standards, along with the insight needed to unlock openGL's full potential f YouyE Make sure to connect with informit. com/socialconnect informIT. com+Addison-Wesley SAfari th如dt备h器 v Sartre Gun ALWAYS LEARNING PEARSON For you, the reader. Graham sellers Contents Figures Tables STIngs Foreword Preface The architecture of the book What's New in This edition How to Build the Examples Errata Note from the Publisher Acknowle dements About the author I Foundations 1 Introduction OpenGL and the Graphics Pipeline The Origins and Evolution of OpenGL Core Profile OpengL Primitives, Pipelines, and Pixels Summary 2 Our First OpengL Program Creating a Simple application USing Shaders Drawing Our First Triangle Summary 3 Following the pipeline Passing Data to the Vertex Shader Ⅴ ertex Attributes Passing data from Stage to Stage Interface blocks Tessellation Tessellation Control shaders The Tessellation engine Tessellation Evaluation Shaders Geometry shaders Primitive Assembly, Clipping, and rasterization Clil upping Viewport Transformation alling Rasterization Fragment Shaders Framebuffer Operations Pixel Operations Compute Shaders USing Extensions in OpenGl Enhancing OpengL with Extensions Summary 4 Math for 3D Graphics Is This the Dreaded Math Chapter A Crash Course in 3D Graphics Math Vectors, or Which Way Is which? Common Vector Operators Matrices Matrix Construction and Operators Understanding trans formations Coordinate Spaces in OpengL Coordinate Trans formations Concatenating Transformations Quaternions The Model-View Trans form 【实例截图】
【核心代码】

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