OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 3.0, 7th Ed

OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 3.0, 7th Ed by Dave Shreiner


ISBN
9780321552624
Published
Released
01 / 10 / 2009
Binding
Paperback
Pages
936
Dimensions
221 x 192 x 53mm

A comprehensive revision of the definitive OpenGL 'red book' programming guide to reflect the radically new OpenGL 3.0

* OpenGL 3.0 is not compatible with older versions: developers must master new techniques, and can't keep relying on older versions of OpenGL Programmer's Guide.
* Long part of the respected, official OpenGL programming series, this edition contains roughly 70% new text and code.
* Extensive revisions cover OpenGL buffers, objects, shaders, texture mapping, lighting, shadows, and much more

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. One thing hasn't changed, however: developers can still turn to The OpenGL Programming Guide for the practical guidance, real-world insight, and tested sample code they'll need to get the job done. With roughly 70% new text and code examples, The OpenGL Programming Guide, Seventh Edition has been systematically revamped to fully cover the brand-new OpenGL 3.0. OpenGL Series editor Dave Shreiner begins with a high-level introduction to OpenGL and its new interface standard. He introduces the new OpenGL programming model, demonstrating its extensive new use of buffers and objects. Next, Shreiner carefully explains shaders, which play a greatly expanded role in OpenGL 3.0. This edition's fully-updated, example-rich coverage also includes: new shader-integrated approaches to viewing and transformations; modern approaches to texture mapping; framebuffer operations; OpenGL lighting and shadow techniques; and much more.
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