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OpenGL Programming Guide Ninth Edition.pdf下载
资源介绍
OpenGL开发指南英文第九版
What This Guide Contains
This guide contains the following chapters:
• Chapter 1 , “Introduction to OpenGL ,” provides a glimpse into what OpenGL can do. It also presents a simple OpenGL programand
explains the essential programming details you need to know for the subsequent chapters.
• Chapter 2 , “Shader Fundamentals ,” discusses the major features of the OpenGL Shading Language and SPIR-V, demonstrating how
to initialize and use themwithin an application.
• Chapter 3 , “Drawing with OpenGL ,” describes the various methods for rendering geometry using OpenGL, as well as some
optimization techniques for making rendering more efficient.
• Chapter 4 , “Color, Pixels, and Fragments ,” explains OpenGL’s processing of color, including how pixels are processed, how buffers
are managed, and rendering techniques focused on pixel processing.
• Chapter 5 , “Viewing Transformations, Culling, Clipping, and Feedback ,” details the operations for presenting a three-dimensional scene
on a two-dimensional computer screen, including the mathematics and shader operations for the various types of geometric projection.
• Chapter 6 , “Textures and Framebuffers ,” discusses combining geometric model s and imagery for creating realistic, highly detailed
three-dimensional models.
• Chapter 7 , “Light and Shadow ,” describes simulating illumination effects for computer graphics, focusing on implementing those
techniques in programmable shaders.
• Chapter 8 , “Procedural Texturing ,” details the generation of textures and other surface effects using programmable shaders for
inc
reased realismand other rendering effects.
• Chapter 9 , “Tessellation Shaders ,” explains OpenGL’s shader facility for managing and tessellating geometric surfaces.
• Chapter 10 , “Geometry Shaders ,” describe an additional technique for modifying geometric primitives within the OpenGL rendering
pipeline using shaders.
• Chapter 11 , “Memory ,” demonstrates techniques using OpenGL’s framebuffer and buffer memories for advanced rendering techniques
and nongraphical uses.
• Chapter 12 , “Compute Shaders ,” introduces the newest shader stage, which integrates general computation into the OpenGL rendering
pipeline.