OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V, 9th edition

Published by Addison-Wesley Professional (July 25, 2016) © 2017

  • John Kessenich ARM, Inc.
  • Graham Sellers ARM, Inc.
  • Dave Shreiner ARM, Inc.
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The latest version of today’s leading worldwide standard for computer graphics, OpenGL 4.5 delivers significant improvements in application efficiency, flexibility, and performance. OpenGL 4.5 is an exceptionally mature and robust platform for programming high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and shaders.
OpenGL Programming Guide, 9th Edition, presents definitive, comprehensive information on OpenGL 4.5, 4.4, SPIR-V, OpenGL extensions, and the OpenGL Shading Language. It will serve you for as long as you write or maintain OpenGL code.
This edition of the best-selling “Red Book” fully integrates shader techniques alongside classic, function-centric approaches, and contains extensive code examples that demonstrate modern techniques. Starting with the fundamentals, its wide-ranging coverage includes drawing, color, pixels, fragments, transformations, textures, framebuffers, light and shadow, and memory techniques for advanced rendering and nongraphical applications. It also offers discussions of all shader stages, including thorough explorations of tessellation, geometric, and compute shaders.
New coverage in this edition includes
  • Thorough coverage of OpenGL 4.5 Direct State Access (DSA), which overhauls the OpenGL programming model and how applications access objects
  • Deeper discussions and more examples of shader functionality and GPU processing, reflecting industry trends to move functionality onto graphics processors
  • Demonstrations and examples of key features based on community feedback and suggestions
  • Updated appendixes covering the latest OpenGL libraries, related APIs, functions, variables, formats, and debugging and profiling techniques

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  • Chapter 1: Introduction to OpenGL
  • Chapter 2: Shader Fundamentals
  • Chapter 3: Drawing with OpenGL
  • Chapter 4: Color, Pixels, and Fragments
  • Chapter 5: Viewing Transformations, Culling, Clipping, and Feedback
  • Chapter 6: Textures and Framebuffers
  • Chapter 7: Light and Shadow
  • Chapter 8: Procedural Texturing
  • Chapter 9: Tessellation Shaders
  • Chapter 10: Geometry Shaders
  • Chapter 11: Memory
  • Chapter 12: Compute Shaders
  • Appendix A: Support Libraries
  • Appendix B: OpenGL ES and WebGL  
  • Appendix C: Built-in GLSL Variables and Functions
  • Appendix D: State Variables
  • Appendix E: Homogeneous Coordinates and Transformation Matrices  
  • Appendix F: Floating-Point Formats for Textures, Framebuffers, and Renderbuffers
  • Appendix G: Debugging and Profiling OpenGL
  • Appendix H: Buffer Object Layouts

 

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