Download or read book Delphi Developer s Guide to OpenGL written by Jon Q. Jacobs and published by Wordware Publishing. This book was released on 1999 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive title targeted at experienced 32-bit Delphi programmers and developers in the use of the industry graphics standard library, OpenGL, which has become a standard for programming in the animation and computer game industries.
Download or read book OpenGL Programming Guide written by Dave Shreiner and published by Pearson Education. This book was released on 2009-07-21 with total page 1074 pages. Available in PDF, EPUB and Kindle. Book excerpt: Please note that this title's color insert (referred to as "Plates" within the text) is not available for this digital product. 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 OpenGL® Programming Guide, Seventh Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 2.1. This seventh edition of the best-selling “red book” describes the latest features of OpenGL Versions 3.0 and 3.1. 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 seventh edition has been updated to include the newest features of OpenGL Versions 3.0 and 3.1, including Using framebuffer objects for off-screen rendering and texture updates Examples of the various new buffer object types, including uniform-buffer objects, transform feedback buffers, and vertex array objects Using texture arrays to increase performance when using numerous textures Efficient rendering using primitive restart and conditional rendering Discussion of OpenGL’s deprecation mechanism and how to verify your programs for future versions of OpenGL This edition continues the discussion of the OpenGL Shading Language (GLSL) and explains the mechanics of using this language to create complex graphics effects and boost the computational power 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. Originally developed by SGI, the Library continues to evolve under the auspices of the Khronos OpenGL ARB Working Group, an industry consortium responsible for guiding the evolution of OpenGL and related technologies.
Download or read book OpenGL SuperBible written by Richard S. Wright Jr. and published by Pearson Education. This book was released on 2010-07-23 with total page 1437 pages. Available in PDF, EPUB and Kindle. Book excerpt: OpenGL® SuperBible, Fifth Edition is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 3.3. 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. Readers will find up-to-date, hands-on guidance on all facets of modern OpenGL development, including transformations, texture mapping, shaders, advanced buffers, geometry management, and much more. Fully revised to reflect ARB’s latest official specification (3.3), this edition also contains a new start-to-finish tutorial on OpenGL for the iPhone, iPod touch, and iPad. Coverage includes A practical introduction to the essentials of real-time 3D graphics Core OpenGL 3.3 techniques for rendering, transformations, and texturing Writing your own shaders, with examples to get you started Cross-platform OpenGL: Windows (including Windows 7), Mac OS X, GNU/Linux, UNIX, and embedded systems OpenGL programming for iPhone, iPod touch, and iPad: step-by-step guidance and complete example programs Advanced buffer techniques, including full-definition rendering with floating point buffers and textures Fragment operations: controlling the end of the graphics pipeline Advanced shader usage and geometry management A fully updated API reference, now based on the official ARB (Core) OpenGL 3.3 manual pages New bonus materials and sample code on a companion Web site, www.starstonesoftware.com/OpenGL Part of the OpenGL Technical Library—The official knowledge resource for OpenGL developers 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. Originally developed by SGI, the Library continues to evolve under the auspices of the OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies.
Download or read book OpenGL Programming Guide the Official Guide to Learning OpenGL Version 4 3 written by and published by . This book was released on 2013 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Real time Strategy Game Programming Using DirectX 6 0 written by Mickey Kawick and published by Wordware Publishing. This book was released on 1999 with total page 740 pages. Available in PDF, EPUB and Kindle. Book excerpt: Delving into the concept of real-time strategy, this guide includes practical, hands-on programming and use of artificial intelligence; a unique graphics engine developed by the author; and multiple game design strategies along with programming code.
Download or read book OpenGL ES 2 0 Programming Guide written by Aaftab Munshi and published by Pearson Education. This book was released on 2008-07-24 with total page 546 pages. Available in PDF, EPUB and Kindle. Book excerpt: OpenGL ES 2.0 is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. With OpenGL ES 2.0, the full programmability of shaders is now available on small and portable devices—including cell phones, PDAs, consoles, appliances, and vehicles. However, OpenGL ES differs significantly from OpenGL. Graphics programmers and mobile developers have had very little information about it—until now. In the OpenGL® ES 2.0 Programming Guide, three leading authorities on the Open GL ES 2.0 interface—including the specification’s editor—provide start-to-finish guidance for maximizing the interface’s value in a wide range of high-performance applications. The authors cover the entire API, including Khronos-ratified extensions. Using detailed C-based code examples, they demonstrate how to set up and program every aspect of the graphics pipeline. You’ll move from introductory techniques all the way to advanced per-pixel lighting, particle systems, and performance optimization. Coverage includes: Shaders in depth: creating shader objects, compiling shaders, checking for compile errors, attaching shader objects to program objects, and linking final program objects The OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniforms, varyings, precision qualifiers, and invariance Inputting geometry into the graphics pipeline, and assembling geometry into primitives Vertex shaders, their special variables, and their use in per-vertex lighting, skinning, and other applications Using fragment shaders—including examples of multitexturing, fog, alpha test, and user clip planes Fragment operations: scissor test, stencil test, depth test, multisampling, blending, and dithering Advanced rendering: per-pixel lighting with normal maps, environment mapping, particle systems, image post-processing, and projective texturing Real-world programming challenges: platform diversity, C++ portability, OpenKODE, and platform-specific shader binaries
Download or read book OpenGL Superbible written by Graham Sellers and published by Pearson Education. This book was released on 2014 with total page 856 pages. Available in PDF, EPUB and Kindle. Book excerpt: OpenGL� SuperBible, Sixth Edition, is the definitive programmer's guide, tutorial, and reference for the world's leading 3D API for real-time computer graphics, 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 management, 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 hardware. 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 performance optimization Bonus material and sample code are available from the companion Web site, openglsuperbible.com.
Download or read book Borland Delphi 6 Developer s Guide written by Steve Teixeira and published by Sams Publishing. This book was released on 2002 with total page 1206 pages. Available in PDF, EPUB and Kindle. Book excerpt: Borland(r) Delphi 6 Developer's Guide is a new edition of the #1 best-selling Delphi book by authors Steve Teixeira and Xavier Pacheco. Steve and Xavier are of the winners of the Delphi Informant Reader's Choice Award for both Delphi 4 Developer's Guide and Delphi 5 Developer's Guide. Borland(r) Delphi 6 Developer's Guide is completely updated for Delphi 6 and includes in-depth coverage on Borland's new CLX architecture, DBExpress Applications, SOAP, CORBA, WebSnap and BizSnap features. It continues as a complete reference and authoritative guide to the newest version of Delphi.
Download or read book OpenGL Superbible written by Richard S. Wright and published by . This book was released on 1996 with total page 762 pages. Available in PDF, EPUB and Kindle. Book excerpt: Until OpenGL SuperBible, there has been scant material explaining how to use OpenGL under Windows. This thorough resource shows developers the basics of OpenGL programming, describes how OpenGL works with Windows, and provides a comprehensive reference to all OpenGL functions and commands.
Download or read book OpenGL Programming Guide written by Jackie Neider and published by . This book was released on 1993 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book OpenGL SuperBible written by Richard Wright and published by Pearson Education. This book was released on 2007-06-18 with total page 1701 pages. Available in PDF, EPUB and Kindle. Book excerpt: OpenGL ® SuperBible, Fourth Edition , begins by illuminating the core techniques of “classic” OpenGL graphics programming, from drawing in space to geometric transformations, from lighting to texture mapping. The authors cover newer OpenGL capabilities, including OpenGL 2.1’s powerful programmable pipeline, vertex and fragment shaders, and advanced buffers. They also present thorough, up-to-date introductions to OpenGL implementations on multiple platforms, including Windows, Mac OS X, GNU/Linux, UNIX, and embedded systems. Coverage includes · An entirely new chapter on OpenGL ES programming for handhelds · Completely rewritten chapters on OpenGL for Mac OS X and GNU/Linux · Up-to-the-minute coverage of OpenGL on Windows Vista · New material on floating-point color buffers and off-screen rendering · In-depth introductions to 3D modeling and object composition · Expert techniques for utilizing OpenGL’s programmable shading language · Thorough coverage of curves, surfaces, interactive graphics, textures, shadows, and much more · A fully updated API reference, and an all-new section of full-color images You’ll rely on this book constantly—whether you’re learning OpenGL for the first time, deepening your graphics programming expertise, upgrading from older versions of OpenGL, or porting applications from other environments. Now part of the OpenGL Technical Library—The official knowledge resource for OpenGL developers 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. Originally developed by SGI, the Library continues to evolve under the auspices of the OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies.
Download or read book Learn OpenGL written by Frahaan Hussain and published by Packt Publishing Ltd. This book was released on 2018-08-31 with total page 204 pages. Available in PDF, EPUB and Kindle. Book excerpt: A step-by-step instructional guide to understanding the fundamentals of game development with OpenGL. Right from the setup to the important features, we'll get a better understanding of games and the engines behind them. Key Features Learn the basics of drawing along with fundamentals of shading to create amazing objects. Get in-depth knowledge of lighting and materials to make realistic objects. Understand the fundamentals of model loading and cube mapping. Book Description Learn OpenGL is your one-stop reference guide to get started with OpenGL and C++ for game development. From setting up the development environment to getting started with basics of drawing and shaders, along with concepts such as lighting, model loading, and cube mapping, this book will get you up to speed with the fundamentals. You begin by setting up your development environment to use OpenGL on Windows and macOS. With GLFW and GLEW set up using absolute and relative linking done, you are ready to setup SDL and SFML for both the operating systems. Now that your development environment is set up, you'll learn to draw using simple shaders as well as make the shader more adaptable and reusable. Then we move on to more advanced topics like texturing your objects with images and transforming your objects using translate, rotate and scale. With these concepts covered, we'll move on to topics like lighting to enable you to incorporate amazing dynamic lights in your game world. By the end of the book, you'll learn about model loading, right from setting up ASSIMP to learning about the model class and loading a model in your game environment. We will conclude by understanding cube mapping to bring advance worlds to your game. What you will learn Set up GLFW and GLEW on Windows and macOS with absolute, relative Linking Set up SDL and SFML on your system using absolute and relative Linking Draw using the simple shaders Create a camera and learn to populate your game world with objects Learn about color and lighting concepts to create an amazing game world Understand model loading and cube mapping to advance your game Who this book is for This book is targeted towards anyone and everyone who is interested in creating games, learning how game engines work and most importantly for anyone who is interested in learning OpenGL. The ideal reader for this book would be anyone with a passion for learning game development or looking out for an OpenGL reference guide. The skills that you'll learn in this book will be applicable to all your game development needs. You'll require a strong foundation in C++ to understand and apply the concepts of this book.
Download or read book OpenGL Programming Guide written by Dave Shreiner and published by Addison-Wesley. This book was released on 2013-03-19 with total page 1489 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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
Download or read book OpenGL Game Development By Example written by Robert Madsen and published by Packt Publishing Ltd. This book was released on 2016-03-08 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt: Design and code your own 2D and 3D games efficiently using OpenGL and C++ About This Book Create 2D and 3D games completely, through a series of end-to-end game projects Learn to render high performance 2D and 3D graphics using OpenGL Implement a rudimentary game engine using step-by-step code Who This Book Is For If you are a prospective game developer with some experience using C++, then this book is for you. Both prospective and experienced game programmers will find nuggets of wisdom and practical advice as they learn to code two full games using OpenGL, C++, and a host of related tools. What You Will Learn Set up your development environment in Visual Studio using OpenGL Use 2D and 3D coordinate systems Implement an input system to handle the mouse and the keyboard Create a state machine to handle complex changes in the game Load, display, and manipulate both 2D and 3D graphics Implement collision detection and basic physics Discover the key components needed to complete a polished game Handle audio files and implement sound effects and music In Detail OpenGL is one of the most popular rendering SDKs used to develop games. OpenGL has been used to create everything from 3D masterpieces running on desktop computers to 2D puzzles running on mobile devices. You will learn to apply both 2D and 3D technologies to bring your game idea to life. There is a lot more to making a game than just drawing pictures and that is where this book is unique! It provides a complete tutorial on designing and coding games from the setup of the development environment to final credits screen, through the creation of a 2D and 3D game. The book starts off by showing you how to set up a development environment using Visual Studio, and create a code framework for your game. It then walks you through creation of two games–a 2D platform game called Roboracer 2D and a 3D first-person space shooter game–using OpenGL to render both 2D and 3D graphics using a 2D coordinate system. You'll create sprite classes, render sprites and animation, and navigate and control the characters. You will also learn how to implement input, use audio, and code basic collision and physics systems. From setting up the development environment to creating the final credits screen, the book will take you through the complete journey of creating a game engine that you can extend to create your own games. Style and approach An easy-to-follow guide full of code examples to illustrate every concept and help you build a 2D and 3D game from scratch, while learning the key tools that surround a typical OpenGL project.
Download or read book OpenGL Programming Guide written by Dave Shreiner and published by . This book was released on 2009 with total page 885 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book OpenGL Programming Guide written by and published by . This book was released on 2007 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book OpenGL Programming Guide written by Mason Woo and published by Addison Wesley Publishing Company. This book was released on 1997 with total page 712 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explaining how graphics programs using Release 1.1, the latest release of OpenGL, this book presents the overall structure of OpenGL and discusses in detail every OpenGL feature including the new features introduced in Release 1.1. Numerous programming examples in C show how to use OpenGL functions. Also includes 16 pages of full-color examples.