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OpenGL Superbible
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Table of Contents

  • Part I: Foundations
  • Chapter 1: Introduction
  • Chapter 2: Our First OpenGL Program
  • Chapter 3: Following the Pipeline
  • Chapter 4: Math for 3D Graphics
  • Chapter 5: Data
  • Chapter 6: Shaders and Programs
  • Part II: In Depth
  • Chapter 7: Vertex Processing and Drawing Commands
  • Chapter 8: Primitive Processing
  • Chapter 9: Fragment Processing and the Framebuffer
  • Chapter 10: Compute Shaders
  • Chapter 11: Advanced Data Management
  • Chapter 12: Controlling and Monitoring the PipelinePart III: In Practice
  • Chapter 13: Rendering Techniques
  • Chapter 14: High-Performance OpenGL
  • Chapter 15: Debugging and Stability
  • Appendix A: Further Reading
  • Appendix B: The SBM File Format
  • Appendix C: The SuperBible Tools  Glossary
  • Index

About the Author

Graham Sellers, AMD Software Architect and Engineering Fellow, represents AMD at the OpenGL ARB. He has contributed to the core OpenGL specification and extensions, and holds several graphics and image processing patents.

 

Richard S. Wright, Jr., Senior Software Engineer for Software Bisque, developed multimedia astronomy and planetarium software using OpenGL. For more than a decade he taught OpenGL programming in Full Sail University’s game development degree program.

 

Nicholas Haemel, Director of Camera Software at NVIDIA, has represented NVIDIA at the Khronos Group standards body and authored many OpenGL extensions.

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