OpenGL® Programming Guide: The Official Guide To Learning OpenGL®, Version 4.3 Open GL+Programming+Guide
User Manual:
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- Contents
- Figures
- Tables
- Examples
- About This Guide
- 1. Introduction to OpenGL
- 2. Shader Fundamentals
- 3. Drawing with OpenGL
- 4. Color, Pixels, and Framebuffers
- 5. Viewing Transformations, Clipping, and Feedback
- 6. Textures
- 7. Light and Shadow
- 8. Procedural Texturing
- 9. Tessellation Shaders
- 10. Geometry Shaders
- 11. Memory
- 12. Compute Shaders
- A. Basics of GLUT: The OpenGL Utility Toolkit
- B. OpenGL ES and WebGL
- C. Built-in GLSL Variables and Functions
- Built-in Variables
- Built-in Constants
- Built-in Functions
- Angle and Trigonometry Functions
- Exponential Functions
- Common Functions
- Floating-Point Pack and Unpack Functions
- Geometric Functions
- Matrix Functions
- Vector Relational Functions
- Integer Functions
- Texture Functions
- Atomic-Counter Functions
- Atomic Memory Functions
- Image Functions
- Fragment Processing Functions
- Noise Functions
- Geometry Shader Functions
- Shader Invocation Control Functions
- Shader Memory Control Functions
- D. State Variables
- The Query Commands
- OpenGL State Variables
- Current Values and Associated Data
- Vertex Array Object State
- Vertex Array Data
- Buffer Object State
- Transformation State
- Coloring State
- Rasterization State
- Multisampling
- Textures
- Textures
- Textures
- Textures
- Texture Environment
- Pixel Operations
- Framebuffer Controls
- Framebuffer State
- Framebuffer State
- Frambuffer State
- Renderbuffer State
- Renderbuffer State
- Pixel State
- Shader Object State
- Shader Program Pipeline Object State
- Shader Program Object State
- Program Interface State
- Program Object Resource State
- Vertex and Geometry Shader State
- Query Object State
- Image State
- Transform Feedback State
- Atomic Counter State
- Shader Storage Buffer State
- Sync Object State
- Hints
- Compute Dispatch State
- Implementation-Dependent Values
- Tessellation Shader Implementation-Dependent Limits
- Geometry Shader Implementation-Dependent Limits
- Fragment Shader Implementation-Dependent Limits
- Implementation-Dependent Compute Shader Limits
- Implementation-Dependent Shader Limits
- Implementation-Dependent Debug Output State
- Implementation-Dependent Values
- Internal Format-Dependent Values
- Implementation-Dependent Transform Feedback Limits
- Framebuffer-Dependent Values
- Miscellaneous
- E. Homogeneous Coordinates and Transformation Matrices
- F. OpenGL and Window Systems
- G. Floating-Point Formats for Textures, Framebuffers, and Renderbuffers
- H. Debugging and Profiling OpenGL
- I. Buffer Object Layouts
- Glossary
- Index