
OpenGL SuperBible : The Complete Guide to OpenGL Programming for Windows NT and Windows 95
by Wright, Richard S., Jr.; Sweet, Michael-
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Summary
Author Biography
Table of Contents
Introduction | p. 1 |
Nuts and Bolts--an Introduction to the OpenGL API | |
3D Graphics Fundamentals | p. 9 |
What's This All About? | p. 9 |
A Brief History of Computer Graphics | p. 9 |
A Survey of 3D Effects | p. 13 |
Common Uses for 3D Graphics | p. 17 |
Basic 3D Programming Principles | p. 21 |
Summary | p. 28 |
What is OpenGL? | p. 29 |
Evolution of a Standard | p. 30 |
How Does OpenGL Work? | p. 32 |
Summary | p. 35 |
Using OpenGL | p. 37 |
What you'll learn in this chapter | p. 37 |
OpenGL: An API, Not a Language | p. 37 |
API Specifics | p. 40 |
Platform Independence | p. 43 |
Your First Program | p. 45 |
Drawing Shapes with OpenGL | p. 51 |
Animation with OpenGL and GLUT | p. 58 |
Finally Some 3D! | p. 63 |
Summary | p. 64 |
Reference Section | p. 65 |
Drawing in Space: Lines, Points, and Polygons | p. 79 |
What you'll learn in this chapter | p. 79 |
Drawing Points in 3D | p. 80 |
Setting Up a 3D Canvas | p. 80 |
A 3D Point: the Vertex | p. 82 |
Draw Something! | p. 83 |
Setting the Point Size | p. 87 |
Drawing Lines in 3D | p. 90 |
Drawing Triangles in 3D | p. 98 |
Building Solid Objects | p. 102 |
Other Primitives | p. 111 |
Summary | p. 120 |
Reference Section | p. 120 |
Moving Around in Space: Coordinate Transformations | p. 135 |
What you'll learn in this chapter | p. 135 |
Is This the Dreaded Math Chapter? | p. 136 |
Understanding Transformations | p. 136 |
Matrix Munching | p. 142 |
Using Projections | p. 154 |
Advanced Matrix Manipulation | p. 161 |
Summary | p. 163 |
Reference Section | p. 163 |
Color, Lighting, and Materials | p. 173 |
What you'll learn in this chapter | p. 173 |
What Is Color? | p. 174 |
PC Color Hardware | p. 177 |
PC Display Modes | p. 178 |
Using Color in OpenGL | p. 180 |
Color in the Real World | p. 186 |
Materials in the Real World | p. 188 |
Adding Light to a Scene | p. 191 |
Using a Light Source | p. 195 |
Lighting Effects | p. 206 |
Putting It All Together | p. 211 |
Shadows | p. 219 |
Summary | p. 225 |
Reference Section | p. 225 |
Meat and Potatoes--the Staples of Opengl Rendering | |
Raster Graphics in Opengl | p. 241 |
What you'll learn in this chapter | p. 241 |
Drawing Bitmaps | p. 242 |
Bitmap Fonts | p. 245 |
Bitmaps with Color--Pixmaps | p. 250 |
A Windows .BMP File Viewer | p. 252 |
Drawing Images with Transparency | p. 256 |
Drawing Indexed Images | p. 258 |
Panning an Image | p. 259 |
Reading Images | p. 259 |
Copying Images | p. 262 |
Writing .BMP Files | p. 262 |
Summary | p. 263 |
Reference Section | p. 264 |
Texture Mapping | p. 273 |
What you'll learn in this chapter | p. 273 |
The Basics of Texture Mapping | p. 274 |
Defining Texture Images | p. 275 |
Putting It All Together--A 1D Texture Example | p. 279 |
A 2D Texturing Example | p. 281 |
Using More Than One Texture Image | p. 281 |
A Terrain Viewing Program | p. 286 |
Automatically Generating Texture Coordinates | p. 289 |
Mipmapped Textures | p. 290 |
Lighting with Textures | p. 294 |
Replacing Texture Image Data | p. 297 |
3D Texturing | p. 298 |
Summary | p. 299 |
Reference Section | p. 300 |
3d Modeling and Object Composition | p. 309 |
What you'll learn in this chapter | p. 309 |
Defining the Task | p. 310 |
Constructing a Model, One Piece at a Time | p. 313 |
Preprocessing Your Models | p. 325 |
Summary | p. 341 |
Reference Section | p. 341 |
Visual Effects: Blending and Fog | p. 359 |
What you'll learn in this chapter | p. 359 |
Blending | p. 359 |
Fog | p. 365 |
Back to the Terrain Viewing Program | p. 367 |
Summary | p. 368 |
Reference Section | p. 369 |
Buffers: Not Just for Animation | p. 371 |
What you'll learn in this chapter | p. 371 |
What Are Buffers? | p. 372 |
Configuring Buffers Using WIN32 Functions | p. 375 |
Configuring Buffers Using GLUT Functions | p. 378 |
Picking Only the Buffers You Need | p. 378 |
The Color Buffer | p. 379 |
The Depth Buffer | p. 380 |
The Stencil Buffer | p. 386 |
The Accumulation Buffer | p. 389 |
Summary | p. 393 |
Reference Section | p. 393 |
Beyond Lines and Triangles | p. 397 |
What you'll learn in this chapter | p. 397 |
Quadrics | p. 398 |
Drawing a Pencil | p. 402 |
Complex Polygons | p. 404 |
Combining Quadrics and Polygon Tessellators | p. 411 |
Tessellating Height Fields (Grids) | p. 415 |
Improving the Terrain Viewing Program | p. 416 |
Summary | p. 417 |
Reference Section | p. 418 |
Curves and Surfaces: What the #%@!and Are Nurbs? | p. 429 |
What you'll learn in this chapter | p. 429 |
Curves and Surfaces | p. 430 |
Evaluators | p. 432 |
Nurbs | p. 441 |
Summary | p. 448 |
Reference Section | p. 448 |
Interactive Graphics | p. 471 |
What you'll learn in this chapter | p. 471 |
Selection | p. 472 |
Feedback | p. 483 |
A Feedback Example | p. 485 |
Summary | p. 492 |
Reference Section | p. 492 |
Imaging With Opengl | p. 503 |
What you'll learn in this chapter | p. 503 |
Basics of the OpenGL Imaging Extension | p. 503 |
The Color Matrix | p. 504 |
Convolution (Filtering) | p. 508 |
Histogram Equalization | p. 509 |
Summary | p. 510 |
Reference Section | p. 510 |
Common Opengl Extensions | p. 515 |
What you'll learn in this chapter | p. 515 |
What Extensions Are Available? | p. 515 |
When Should I Use an Extension? | p. 516 |
Checking for Extension Availability | p. 516 |
The Swap Hint Extension | p. 518 |
The Vertex Culling Extension | p. 520 |
The Multi-Texture Extension | p. 523 |
Summary | p. 525 |
Reference Section | p. 525 |
Opengl for Windows: Opengl + Win32 = Wiggle | |
The Opengl Pixel Format and Rendering Context | p. 531 |
What you'll learn in this chapter | p. 531 |
OpenGL Implementations on Windows | p. 532 |
Basic Windows Rendering | p. 534 |
Putting It All Together | p. 545 |
Windows Palettes | p. 555 |
OpenGL and Windows Fonts | p. 565 |
Full-Screen Rendering | p. 568 |
Multithreaded Rendering | p. 572 |
Summary | p. 573 |
Reference Section | p. 574 |
Non-Windowed Rendering | p. 595 |
The Basics of Offscreen Rendering | p. 595 |
Saving to a BMP File | p. 598 |
Printing Images | p. 601 |
Metafiles | p. 602 |
Summary | p. 604 |
Real-Time Programming with Opengl | p. 605 |
What you'll learn in this chapter | p. 605 |
How Fast Is Fast? | p. 606 |
Windows Animation Techniques | p. 608 |
Putting the "Real" in Real-Time | p. 625 |
Scene Graph Basics | p. 635 |
Other Real-Time Techniques | p. 642 |
Summary | p. 643 |
Appendixes | |
Summary of Opengl Updates | p. 647 |
December 1995 | p. 647 |
March 1998 | p. 648 |
Further Reading | p. 649 |
Windows Programming Books | p. 649 |
OpenGL Books | p. 649 |
3D Graphics Books | p. 649 |
The Web | p. 650 |
The Opengl State Machine | p. 651 |
Basic OpenGL State Functions | p. 651 |
Saving and Restoring States | p. 652 |
Reference Section | p. 657 |
Glossary | p. 661 |
Index | p. 665 |
Table of Contents provided by Syndetics. All Rights Reserved. |
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