OpenGL is a powerful software interface used to produce high-quality computer generated images and interactive applications using 2D and 3D objects and color bitmaps and images. " The OpenGL Programming Guide ", third Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. This book discusses all OpenGL functions and their syntax and shows how to use those functions to create interactive applications and realistic color images. You will find clear explanations of OpenGL functionality and many basic computer graphics techniques, such as building and rendering 3D models ; interactively viewing objects from different perspective points ; and using shading, lighting, and texturing effects for greater realism. In addition, this book provides in-depth coverage of advanced techniques, including texture mapping, antialiasing, fog and atmospheric effects, NURBS, image processing, and more. The text also explores other key topics such as enhancing performance, OpenGL extensions, and cross-platform techniques. This third edition bas been extensively updated to include the newest features of OpenGL, Version 1.2, including : 3D texture mapping ; Multitexturing ; new pixel storage formats, including packed and reversed (BGRA) formats ; specular lighting after texturing ; the OpenGL imaging subset ; new GLU routines and functionality. Numerous code examples are provided to demonstrate practical programming techniques. The color plate section illustrates the power and sophistication of the newest version of OpenGL. The OpenGL technical library provides tutorial and reference books for OpenGL. The library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. The OpenGL technical library was originally developed by SGI and continues to evolve under the auspices of the Architecture Review Board (ARB), an industry consortium responsible for guiding the evolution of OpenGL and related technologies. The OpenGL ARB is composed of industry leaders, such as 3Dlabs, Compaq, Evans & Sutherland, Hewlett-Packard, IBM, Intel, Intergraph, Microsoft, NVIDIA, and SGI.
Les informations fournies dans la section « Synopsis » peuvent faire référence à une autre édition de ce titre.
Dave Shreiner, a leading OpenGL consultant, was a longtime member of the core OpenGL team at SGI. He authored the first commercial OpenGL training course, and has been developing computer graphics applications for more than two decades.
Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.
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