Using compute shaders to harness today’s graphics cards for more than graphics. Vertex processing, drawing commands, primitive processing, fragments, and framebuffers. Cross-platform OpenGL, including essential platform-specific API initialization material for Linux, OS X, and Windows. Writing your own shaders, with examples to get you started. Foundational math for creating interesting 3D graphics with OpenGL. Core OpenGL 4.3 techniques for rendering, transformations, and texturing. Coverage includes: A practical introduction to the essentials of realtime 3D graphics. It has been reorganized to focus more tightly on the API, to cover the entire pipeline earlier, and to help you thoroughly understand the interactions between OpenGL and graphics hardware. Extensively revised, this edition presents many new OpenGL 4.3 features, including compute shaders, texture views, indirect draws, and enhanced API debugging. You’ll find up-to-date, hands-on guidance for all facets of modern OpenGL development on both desktop and mobile platforms, including transformations, texture mapping, shaders, buffers, geometry management, and much more. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the newest API and indispensable related concepts.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |