OpenGL SuperBible: Comprehensive Tutorial and Reference, 6th Edition

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® SuperBible, Sixth Edition, is the definitive programmer’s guide, tutorial, and reference for the world’s leading API for real-time , OpenGL 4.3. 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. 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 , and much more.

Extensively revised, this edition presents many new OpenGL 4.3 features, including compute shaders, texture views, indirect draws, and enhanced API debugging. 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 .

Coverage includes

  • A practical introduction to the essentials of realtime 3D graphics
  • Core OpenGL 4.3 techniques for rendering, transformations, and texturing
  • Foundational math for creating interesting 3D graphics with OpenGL
  • Writing your own shaders, with examples to get you started
  • Cross-platform OpenGL, including essential platform-specific API initialization material for Linux, OS X, and Windows
  • Vertex processing, drawing commands, primitive processing, fragments, and framebuffers
  • Using compute shaders to harness today’s graphics cards for more than graphics
  • Monitoring and controlling the OpenGL graphics pipeline
  • Advanced rendering: light simulation, artistic and non-photo-realistic rendering, and deferred shading
  • Modern OpenGL debugging and optimization

Bonus material and sample code are available from the companion Web site,

Table of Contents

Part I Foundations
Chapter 1 Introduction
Chapter 2 Our First OpenGL Program
Chapter 3 Following the Pipeline
Chapter 4 Math for 3D Graphics
Chapter 5 Data
Chapter 6 Shaders and Programs

Part II In Depth
Chapter 7 Vertex Processing and Drawing Commands
Chapter 8 Primitive Processing
Chapter 9 Fragment Processing and the Framebuffer
Chapter 10 Compute Shaders
Chapter 11 Controlling and Monitoring the Pipeline

Part III In Practice
Chapter 12 Rendering Techniques
Chapter 13 Debugging and Performance Optimization
Chapter 14 Platform Specifics

A Further Reading
B The SBM File Format
C The SuperBible Tools

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