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Full Description
OpenGL® SuperBible, Seventh Edition, is the definitive programmer's guide, tutorial, and reference for OpenGL 4.5, the world's leading 3D API for real-time computer graphics. The best introduction for any developer, it clearly explains OpenGL's newest APIs; key extensions; shaders; and essential, related concepts. You'll find up-to-date, hands-on guidance for all facets of modern OpenGL development—both desktop and mobile.
The authors explain what OpenGL does, how it connects to the graphics pipeline, and how it manages huge datasets to deliver compelling experiences. Step by step, they present increasingly sophisticated techniques, illuminating key concepts with worked examples. They introduce OpenGL on several popular platforms, and offer up-to-date best practices and performance advice.
This revised and updated edition introduces many new OpenGL 4.5 features, including important ARB and KHR extensions that are now part of the standard. It thoroughly covers the latest Approaching Zero Driver Overhead (AZDO) performance features, and demonstrates key enhancements with new example applications.
Coverage includes
A practical introduction to real-time 3D graphics, including foundational math
Core techniques for rendering, transformations, and texturing
Shaders and the OpenGL Shading Language (GLSL) in depth
Vertex processing, drawing commands, primitives, fragments, and framebuffers
Compute shaders: harnessing graphics cards for more than graphics
Pipeline monitoring and control
Managing, loading, and arbitrating access to data
Building larger applications and deploying them across platforms
Advanced rendering: light simulation, artistic and non-photorealistic effects, and more
Reducing CPU overhead and analyzing GPU behavior
Supercharging performance with persistent maps, bindless textures, and fine-grained synchronization
Preventing and debugging errors
New applications: texture compression, text drawing, font rendering with distance fields, high-quality texture filtering, and OpenMP
Bonus material and sample code are available at openglsuperbible.com.
Contents
Part I: Foundations
Chapter 1: Introduction
Chapter 2: Our First OpenGL Program
Chapter 3: Following the Pipeline
Chapter 4: Math for 3D Graphics
Chapter 5: Data
Chapter 6: Shaders and Programs
Part II: In Depth
Chapter 7: Vertex Processing and Drawing Commands
Chapter 8: Primitive Processing
Chapter 9: Fragment Processing and the Framebuffer
Chapter 10: Compute Shaders
Chapter 11: Advanced Data Management
Chapter 12: Controlling and Monitoring the PipelinePart III: In Practice
Chapter 13: Rendering Techniques
Chapter 14: High-Performance OpenGL
Chapter 15: Debugging and Stability
Appendix A: Further Reading
Appendix B: The SBM File Format
Appendix C: The SuperBible Tools Glossary
Index