OpenGL Programming Guide 6th done, roughly

Before getting started with intensive practical exercises in CG, you need to learn a CG language first. I think OpenGL is the first choice.

In a word, I just finished reading the legendary “OpenGL Programming Guide 6th”, quite roughly. For this first time reading, all I need to know is what OGL can do, in the mean time, I can also know some basic senses about CG.

After the first reading, this book should be treated as a dictionary. I don’t need to spend a whole block of time on it, and I need to refine the understanding on OGL through many many exercises.

OK, another book has been in my hand now…

P.S. This book also helps me how to understand so called “languages” or “APIs”. Think out of the box: what does a language, or a set of API do? If clear, you should know what really matters..

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Includes Complete Coverage of the OpenGL® Shading Language! Today’s OpenGL software interface enables programmers to produce extraordinarily high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and programmable shaders. OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 4.3, Eighth Edition, has been almost completely rewritten and provides definitive, comprehensive information on OpenGL and the OpenGL Shading Language. This edition of the best-selling “Red Book” describes the features through OpenGL version 4.3. It also includes updated information and techniques formerly covered in OpenGL® Shading Language (the “Orange Book”). For the first time, this guide completely integrates shader techniques, alongside classic, functioncentric techniques. Extensive new text and code are presented, demonstrating the latest in OpenGL programming techniques. OpenGL® Programming Guide, Eighth Edition, provides clear explanations of OpenGL functionality and techniques, including processing geometric objects with vertex, tessellation, and geometry shaders using geometric transformations and viewing matrices; working with pixels and texture maps through fragment shaders; and advanced data techniques using framebuffer objects and compute shaders. New OpenGL features covered in this edition include Best practices and sample code for taking full advantage of shaders and the entire shading pipeline (including geometry and tessellation shaders) Integration of general computation into the rendering pipeline via compute shaders Techniques for binding multiple shader programs at once during application execution Latest GLSL features for doing advanced shading techniques Additional new techniques for optimizing graphics program performance
OpenGL开发指南英文第九版 What This Guide Contains This guide contains the following chapters: • Chapter 1 , “Introduction to OpenGL ,” provides a glimpse into what OpenGL can do. It also presents a simple OpenGL programand explains the essential programming details you need to know for the subsequent chapters. • Chapter 2 , “Shader Fundamentals ,” discusses the major features of the OpenGL Shading Language and SPIR-V, demonstrating how to initialize and use themwithin an application. • Chapter 3 , “Drawing with OpenGL ,” describes the various methods for rendering geometry using OpenGL, as well as some optimization techniques for making rendering more efficient. • Chapter 4 , “Color, Pixels, and Fragments ,” explains OpenGL’s processing of color, including how pixels are processed, how buffers are managed, and rendering techniques focused on pixel processing. • Chapter 5 , “Viewing Transformations, Culling, Clipping, and Feedback ,” details the operations for presenting a three-dimensional scene on a two-dimensional computer screen, including the mathematics and shader operations for the various types of geometric projection. • Chapter 6 , “Textures and Framebuffers ,” discusses combining geometric model s and imagery for creating realistic, highly detailed three-dimensional models. • Chapter 7 , “Light and Shadow ,” describes simulating illumination effects for computer graphics, focusing on implementing those techniques in programmable shaders. • Chapter 8 , “Procedural Texturing ,” details the generation of textures and other surface effects using programmable shaders for inc reased realismand other rendering effects. • Chapter 9 , “Tessellation Shaders ,” explains OpenGL’s shader facility for managing and tessellating geometric surfaces. • Chapter 10 , “Geometry Shaders ,” describe an additional technique for modifying geometric primitives within the OpenGL rendering pipeline using shaders. • Chapter 11 , “Memory ,” demonstrates techniques using OpenGL’s framebuffer and buffer memories for advanced rendering techniques and nongraphical uses. • Chapter 12 , “Compute Shaders ,” introduces the newest shader stage, which integrates general computation into the OpenGL rendering pipeline.
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