OpenGL Superbible: Comprehensive Tutorial and Reference
Sellers, Graham
Sold by SecondSale, Montgomery, IL, U.S.A.
AbeBooks Seller since December 20, 2007
Used - Soft cover
Condition: Used - Good
Quantity: 1 available
Add to basketSold by SecondSale, Montgomery, IL, U.S.A.
AbeBooks Seller since December 20, 2007
Condition: Used - Good
Quantity: 1 available
Add to basketItem in good condition. Textbooks may not include supplemental items i.e. CDs, access codes etc.
Seller Inventory # 00089389274
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
Bonus material and sample code are available at openglsuperbible.com.
Graham Sellers, AMD Software Architect and Engineering Fellow, represents AMD at the OpenGL ARB. He has contributed to the core OpenGL specification and extensions, and holds several graphics and image processing patents.
Richard S. Wright, Jr., Senior Software Engineer for Software Bisque, developed multimedia astronomy and planetarium software using OpenGL. For more than a decade he taught OpenGL programming in Full Sail University’s game development degree program.
Nicholas Haemel, Director of Camera Software at NVIDIA, has represented NVIDIA at the Khronos Group standards body and authored many OpenGL extensions.
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