OpenGL Extensions Guide / Edition 1

OpenGL Extensions Guide / Edition 1

by Eric Lengyel
     
 

OpenGL is the premier environment for developing 2D and 3D graphics and game applications. The interface has been the choice of game programmers, mainly because of its cross-platform operability, but also because it is constantly evolving to keep pace with hardware advances in the form of extensions. Until now, the game industry was lacking one single, concise

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Overview

OpenGL is the premier environment for developing 2D and 3D graphics and game applications. The interface has been the choice of game programmers, mainly because of its cross-platform operability, but also because it is constantly evolving to keep pace with hardware advances in the form of extensions. Until now, the game industry was lacking one single, concise reference to help make sense of the dozens of extensions available. The OpenGL Extensions Guide provides this much needed resource and concentrates specifically on the extensions most important to developing modern 3D games. The book is laid out in an intuitive fashion, discussing groups of extensions that modify or augment similar components of the base OpenGL architecture. In addition, the text focuses mainly on operational and implementation issues, discussing the underlying mathematics of an extension only when it is critical to understanding that extension's functionality.

Product Details

ISBN-13:
9781584502944
Publisher:
Cengage Learning
Publication date:
07/16/2003
Series:
Charles River Media Graphics Series
Edition description:
1ST
Pages:
725
Product dimensions:
7.58(w) x 9.48(h) x 1.66(d)

Table of Contents

Chapter 1 Introduction to OpenGL Extensions Chapter 2 Blending Chapter 3 Texture Environment Chapter 4 Texture Mapping Chapter 5 Texture Compression Chapter 6 Fragment Shading Chapter 7 Vertex Blending Chapter 8 Indexed Primitives Chapter 9 Vertex Data Transfer Chapter 10 Curved Surfaces Chapter 11 Lighting Chapter 12 Fog Chapter 13 Stencil Operations Chapter 14 Shadow Mapping Chapter 15 Occlusion Culling Chapter 16 Point Rendering Chapter 17 Pixel Formats Chapter 18 Rendering Contexts Chapter 19 Multisampling Chapter 20 Miscellaneous Chapter 21 Vertex Programming Chapter 22 Fragment Programming

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