Home > Store

OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3, 8th Edition

Register your product to gain access to bonus material or receive a coupon.

OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3, 8th Edition

Book

  • Sorry, this book is no longer in print.
Not for Sale

About

Features

  • Authoritative, trusted OpenGL 4.x coverage: the latest book in the official Open Graphics Library, written by members of the Khronos OpenGL standards committees
  • Responds to developers' requests with extensive, up-to-date coverage of shaders, the part of the OpenGL spec that has changed the most
  • Contains extensive new text and code, replacing coverage of deprecated features

Description

  • Copyright 2013
  • Dimensions: 7" x 9-1/8"
  • Pages: 984
  • Edition: 8th
  • Book
  • ISBN-10: 0-321-77303-9
  • ISBN-13: 978-0-321-77303-6

Includes Complete Coverage of the OpenGL® Shading Language!

 

Today’s OpenGL software interface enables programmers to produce extraordinarily high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and programmable shaders.

OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 4.3, Eighth Edition, has been almost completely rewritten and provides definitive, comprehensive information on OpenGL and the OpenGL Shading Language. This edition of the best-selling “Red Book” describes the features through OpenGL version 4.3. It also includes updated information and techniques formerly covered in OpenGL® Shading Language (the “Orange Book”).

For the first time, this guide completely integrates shader techniques, alongside classic, functioncentric techniques. Extensive new text and code are presented, demonstrating the latest in OpenGL programming techniques.

OpenGL® Programming Guide, Eighth Edition, provides clear explanations of OpenGL functionality and techniques, including processing geometric objects with vertex, tessellation, and geometry shaders using geometric transformations and viewing matrices; working with pixels and texture maps through fragment shaders; and advanced data techniques using framebuffer objects and compute shaders.

New OpenGL features covered in this edition include

  • Best practices and sample code for taking full advantage of shaders and the entire shading pipeline (including geometry and tessellation shaders)
  • Integration of general computation into the rendering pipeline via compute shaders
  • Techniques for binding multiple shader programs at once during application execution
  • Latest GLSL features for doing advanced shading techniques
  • Additional new techniques for optimizing graphics program performance

Extras

Author's Site

Please visit the author site at opengl-redbook.com

Sample Content

Sample Pages

Download the sample pages (includes Chapter 3 and Index)

Table of Contents

Figures xxiii

Tables xxix

Examples xxxiii

About This Guide xli

 

Chapter 1: Introduction to OpenGL 1

What Is OpenGL? 2

Your First Look at an OpenGL Program 3

OpenGL Syntax 8

OpenGL’s Rendering Pipeline 10

Our First Program: A Detailed Discussion 14

Chapter 2: Shader Fundamentals 33

Shaders and OpenGL 34

OpenGL’s Programmable Pipeline 35

An Overview of the OpenGL Shading Language 37

Interface Blocks 60

Compiling Shaders 70

Shader Subroutines 76

Separate Shader Objects 81

Chapter 3: Drawing with OpenGL 85

OpenGL Graphics Primitives 86

Data in OpenGL Buffers 92

Vertex Specification 108

OpenGL Drawing Commands 115

Instanced Rendering 128

Chapter 4: Color, Pixels, and Framebuffers 141

Basic Color Theory 142

Buffers and Their Uses 144

Color and OpenGL 148

Multisampling 153

Testing and Operating on Fragments 156

Per-Primitive Antialiasing 178

Framebuffer Objects 180

Writing to Multiple Renderbuffers Simultaneously 193

Reading and Copying Pixel Data 200

Copying Pixel Rectangles 203

Chapter 5: Viewing Transformations, Clipping, and Feedback 205

Viewing 206

User Transformations 212

OpenGL Transformations 236

Transform Feedback 239

Chapter 6: Textures 259

Texture Mapping 261

Basic Texture Types 262

Creating and Initializing Textures 263

Proxy Textures 276

Specifying Texture Data 277

Sampler Objects 292

Using Textures 295

Complex Texture Types 306

Texture Views 321

Compressed Textures 326

Filtering 329

Advanced Texture Lookup Functions 340

Point Sprites 346

Rendering to Texture Maps 351

Chapter Summary 356

Chapter 7: Light and Shadow 359

Lighting Introduction 360

Classic Lighting Model 361

Advanced Lighting Models 384

Shadow Mapping 400

Chapter 8: Procedural Texturing 411

Procedural Texturing 412

Bump Mapping 433

Antialiasing Procedural Textures 442

Noise 460

Updates

Submit Errata

More Information

InformIT Promotional Mailings & Special Offers

I would like to receive exclusive offers and hear about products from InformIT and its family of brands. I can unsubscribe at any time.