By Richard S. Wright, Nicholas Haemel, Graham Sellers

OpenGL® SuperBible, 6th version, is the definitive programmer’s advisor, educational, and reference for the world’s prime 3D API for real-time special effects, OpenGL 4.3. the easiest all-around creation to OpenGL for builders in any respect degrees of expertise, it truly explains either the latest API and imperative similar ideas. You’ll locate up to date, hands-on information for all aspects of recent OpenGL improvement on either computing device and cellular systems, together with modifications, texture mapping, shaders, buffers, geometry administration, and lots more and plenty more.

Extensively revised, this version offers many new OpenGL 4.3 beneficial properties, together with compute shaders, texture perspectives, oblique attracts, and more advantageous API debugging. it's been reorganized to concentration extra tightly at the API, to hide the full pipeline past, and that can assist you completely comprehend the interactions among OpenGL and images hardware.

Coverage includes
A sensible creation to the necessities of realtime 3D graphics
Core OpenGL 4.3 options for rendering, differences, and texturing
Foundational math for developing attention-grabbing 3D photos with OpenGL
Writing your personal shaders, with examples to get you started
Cross-platform OpenGL, together with crucial platform-specific API initialization fabric for Linux, OS X, and Windows
Vertex processing, drawing instructions, primitive processing, fragments, and framebuffers
Using compute shaders to harness today’s images playing cards for greater than graphics
Monitoring and controlling the OpenGL pics pipeline
Advanced rendering: mild simulation, inventive and non-photo-realistic rendering, and deferred shading
Modern OpenGL debugging and function optimization

Bonus fabric and pattern code can be found from the better half website, openglsuperbible.com.

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Additional resources for OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition)

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491 . 495 . . 38 Blinn-Phong fragment shader . . . . . . Rim lighting shader function . . . . . . Vertex shader for normal mapping . . . . . Fragment shader for normal mapping . . . . Spherical environment mapping vertex shader . Spherical environment mapping fragment shader Equirectangular environment mapping fragment shader . . . . . . . . . . . . . Loading a cube map texture . . . . . . . Vertex shader for sky box rendering . . . . Fragment shader for sky box rendering .

438 444 444 447 450 453 455 459 464 465 466 467 467 468 469 470 . . . . 9 xxx Getting the result from a query object . . . . Figuring out if occlusion query results are ready . Simple, application-side conditional rendering . Rendering when query results aren’t available . Basic conditional rendering example . . . . A more complete conditional rendering example . Timing operations using timer queries . . . . Timing operations using glQueryCounter() .

Bloom fragment shader; output bright data to a separate buffer . . . . . . . . . . . Blur fragment shader . . . . . . . . . Adding bloom effect to scene . . . . . . Creating integer framebuffer attachments . . . Texturing a point sprite in the fragment shader . Vertex shader for the star field effect . . . . . . . . . . . . . . . . . . . . 346 350 359 367 367 369 370 371 372 373 373 375 378 380 381 382 . . . . . 383 386 388 390 391 . 393 .

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