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OpenGL is a powerful software library that uses programmable shaders, texture maps, and advanced geometric techniques to manipulate and color 2D and 3D objects to produce high-quality, computer-generated images and compelling interactive applications. The OpenGL Programming Guide, Eighth Edition, provides a comprehensive overview of the OpenGL application programming interface (API) and its associated language for programmable shaders, the OpenGL Shading Language (GLSL). This new 8thedition, completely rewritten to explain the most recent techniques in OpenGL programming, combines the API coverage of previous editions of the best-selling "red book", and the programmable shading elements of the "orange book" into a single updated reference. In the 8th edition, you'll find simple explanations of the OpenGL shading pipeline, guiding the beginner programmer through creating their OpenGL application by writing and compiling shaders; specifying and rendering 3D objects; interactively viewing objects from different perspective vantage points; employing lighting, texture maps, and other shading techniques to create compelling visual effects. In addition, this book also explores all of the shading capabilities available in GLSL and OpenGL's shading stages, including geometry and tessellation shaders. This 8th edition contains over 85% new material describing the latest features of OpenGL through Version 4.2, including: initializing all of the geometry-processing shader stages: vertex, geometry, and tessellation shaders; and a through discussion of shading using fragment shaders a through coverage of the OpenGL shading language and its features advanced discussions of rendering techniques including instanced rendering, and transform feedback intense rendering techniques that include bump mapping for visual effects, and vertex texture mapping for displacement mapping The OpenGL Technical Library, which includes The OpenGL Programming Guide, Eighth Edition, provides tutorial and reference books for OpenGL. The Library enables programmers to gain a practical understanding of OpenGL, and helps them unlock its full potential. The OpenGL Technical Library, like OpenGL itself, continues to evolve under the influences of the OpenGL ARB Working Group, which is part of the industry consortium Khronos Group.
Dave Shreiner (Mountain View, CA) has contributed to the last six editions of The OpenGL Programming Guide , and has been active in OpenGL's development nearly since its inception. He is the author of the first commercial OpenGL training course, and has presented courses on OpenGL programming world-wide for the last two decades. He is currently Director of graphics and GPU computing at ARM, Inc.
Graham Sellers (Oviedo, FL), co-author of the OpenGL SuperBible is Manager of OpenGL Software Development at AMD. He is the author of many OpenGL feature specifications, and has contributed to bring OpenGL ES to desktop computers.
John Kessenich (Fort Collins, CO), is the OpenGL Shading Language specification editor, and is currently a consultant at LunarG, Inc. building compiler technology for GLSL. Previously, he helped develop OpenGL 2.0 and OpenGL ES 2.0 while at 3Dlabs, and continued working on OpenGL standards as a Principal Engineer at Intel.
Bill Licea-Kane (Arlington, MA), co-author of the OpenGL Shading Language Guide , is a Principal Member of the Technical Staff at AMD, where he guides OpenGL architect. He also chairs the OpenGL Shading Language technical sub-group in the OpenGL ARB, and has also presented courses on OpenGL at SIGGRAPH and other conferences.
Table of Contents
Chapter 1: Introduction to OpenGL
Chapter 2: Shader Fundamentals
Chapter 3: Drawing with OpenGL
Chapter 4: Color
Chapter 5: Viewing, Transformations, and Clipping
Chapter 6: Texture Mapping
Chapter 7: Framebuffers
Chapter 8: Light, Shadow, and Atmospheric Effects
Chapter 9: Tessellation Shaders
Chapter 10: Geometry Shaders
Chapter 11: Memory
Appendix A: Basics of GLUT: The OpenGL Utility Toolkit
Appendix B: OpenGL ES Compatibility
Appendix C: Built-in OpenGL Shading Language Variables and Functions
Appendix D: State Variables
Appendix E: Homogenous Coordinates and Transformation Matrices
Appendix F: OpenGL, Window Systems, and Language Bindings
Appendix G: Floating-Point Formats for Textures, Framebuffers, and Renderbuffers
Appendix H: Compressed Texture Formats
Appendix I: std140Uniform Buffer Layout