Join over All code has been built and tested on iOS 7, Android 4. Explaining how graphics programs using Release 1. Numerous programming examples in C show how to use OpenGL functions. Also includes 16 pages of full-color examples. OpenGL 4. OpenGL is a powerful software interface used to produce high-quality, computer-generated images and interactive applications using 2D and 3D objects, bitmaps, and color images.
The previous edition covered OpenGL through Version 2. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the API and essential associated programming concepts. WebGL makes it possible to build a new generation of 3D web games, user interfaces, and information visualization solutions that will run on any standard web browser, and on PCs, smartphones, tablets, game consoles, or other.
Unlike learning other types of system you basically have to take the code that you are given and learn to modify it, slowly building up enough understanding to feel comforable with it. It does get to shaders as soon as it possibly can and Chapter 2 is called Shader Fundamentals.
Most readers at this point will think that if this is 'fundamentals' keep me away from 'advanced'. The problem is that without seeing the whole picture seeing just this tiny, but important, part in so much detail is a tough way to proceed.
If you already know the basics of 3D graphics - projections, meshes, textures and know roughly how these things fit together then you might make your way to the end of the chapter. Chapter 3 is where the traditional material on 3D graphics starts. Drawing with OpenGL covers the use graphics primitives - lines, strips and fans. This is where you learn a little about geometry. Chapter 4 moves on to color, pixels and fragments and Chapter 5 continues this topic with a look at transformations and projections.
Chapter 6 deals with texture which is followed by an in depth look at lighting. Chapter 8 moves back to textures but procedural textures. The next two chapters are where you get into advanced shaders - tessellation and geometry shaders. The final two chapters deal with computational aspects of OpenGL - memory and writing computational shaders including examples of physical simulation and image processing.
I say final two chapters but the book isn't done. There are eight huge appendices and some of them are important. In particular the first appendix covers the GLFW support library that has been used in all the examples. In many cases you can't get them working without downloading code - shaders for example. This is not a good book for the complete beginner. Indeed the introduction guides the reader off to a book on more general ideas about computer graphics. The book takes the attitude: 'so you know computer graphics and now you want to learn OpenGL'.
It isn't really a tutorial either. There are no step-by-step instructions to getting started or setup. If you have already got started with OpenGL then this book is probably going to be valuable to you because it is written by three OpenGL experts and as an annotated reference manual the book is a worthwhile resource. To keep up with our coverage of books for programmers, follow bookwatchiprog on Twitter or subscribe to I Programmer's Books RSS feed for each day's new addition to Book Watch and for new reviews.
Closure is Google's very strange JavaScript compiler - does this book succeed in demystify [ OpenGL 4. It will serve you for as long as you write or maintain OpenGL code.
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.
0コメント