OpenGL Programming Guide: The Official Guide To Learning OpenGL, Version 4.5 With SPIR V Open GL 9e
OpenGL%20Programming%20Guide%209th%20Edition%20B01ITNCBU6
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- About This E-Book
- Title Page
- Copyright Page
- Praise for previous editions of OpenGL® Programming Guide
- Dedication Page
- Contents
- Figures
- Tables
- Examples
- About This Guide
- Acknowledgments
- Chapter 1. Introduction to OpenGL
- Chapter 2. Shader Fundamentals
- Chapter 3. Drawing with OpenGL
- Chapter 4. Color, Pixels, and Fragments
- Chapter 5. Viewing Transformations, Culling, Clipping, and Feedback
- Chapter 6. Textures and Framebuffers
- Introduction to Texturing
- Basic Texture Types
- Creating and Initializing Textures
- Specifying Texture Data
- Texture Formats
- Compressed Textures
- Sampler Objects
- Using Textures
- Complex Texture Types
- Texture Views
- Filtering
- Advanced Texture Lookup Functions
- Bindless Textures
- Sparse Textures
- Point Sprites
- Framebuffer Objects
- Rendering to Texture Maps
- Chapter Summary
- Chapter 7. Light and Shadow
- Chapter 8. Procedural Texturing
- Chapter 9. Tessellation Shaders
- Chapter 10. Geometry Shaders
- Chapter 11. Memory
- Chapter 12. Compute Shaders
- Appendix A. Support Libraries
- Appendix B. OpenGL ES and WebGL
- Appendix 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
- Geometry Shader Functions
- Shader Invocation Control Functions
- Shader Memory Control Functions
- Appendix 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
- Pixel Operations
- Framebuffer Controls
- Framebuffer 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
- Appendix E. Homogeneous Coordinates and Transformation Matrices
- Appendix F. Floating-Point Formats for Textures, Framebuffers, and Renderbuffers
- Appendix G. Debugging and Profiling OpenGL
- Appendix H. Buffer Object Layouts
- Glossary
- Index
- Code Snippets