OpenGL programming guide : (Record no. 77496)

MARC details
000 -LEADER
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001 - CONTROL NUMBER
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003 - CONTROL NUMBER IDENTIFIER
control field KUKTEM
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20251125100108.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 150407t2013 njua f 001 0 eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9780321773036 (pbk. : alk. paper)
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 0321773039 (pbk. : alk. paper)
039 #9 - LEVEL OF BIBLIOGRAPHIC CONTROL AND CODING DETAIL [OBSOLETE]
Level of rules in bibliographic description 201504071304
Level of effort used to assign nonsubject heading access points ariffin
Level of effort used to assign subject headings 201504071304
Level of effort used to assign classification ariffin
-- 201504071303
-- ariffin
040 ## - CATALOGING SOURCE
Original cataloging agency UMP
090 ## - LOCALLY ASSIGNED LC-TYPE CALL NUMBER (OCLC); LOCAL CALL NUMBER (RLIN)
Classification number (OCLC) (R) ; Classification number, CALL (RLIN) (NR) T385 .O64 2013
245 00 - TITLE STATEMENT
Title OpenGL programming guide :
Remainder of title the official guide to learning OpenGL, version 4.3 /
Statement of responsibility, etc. Dave Shreiner...[et al.]
250 ## - EDITION STATEMENT
Edition statement 8th ed.
260 ## - PUBLICATION, DISTRIBUTION, ETC.
Place of publication, distribution, etc. Upper Saddle River, NJ :
Name of publisher, distributor, etc. Addison-Wesley,
Date of publication, distribution, etc. [2013]
300 ## - PHYSICAL DESCRIPTION
Extent xlvi, 935 p. :
Other physical details ill. ;
Dimensions 24 cm.
490 1# - SERIES STATEMENT
Series statement OpenGL Series
500 ## - GENERAL NOTE
General note Includes index
504 ## - BIBLIOGRAPHY, ETC. NOTE
Bibliography, etc. note Includes bibliographical references and index
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Machine generated contents note: 1.Introduction to OpenGL -- What Is OpenGL? -- Your First Look at an OpenGL Program -- OpenGL Syntax -- OpenGL's Rendering Pipeline -- Preparing to Send Data to OpenGL -- Sending Data to OpenGL -- Vertex Shading -- Tessellation Shading -- Geometry Shading -- Primitive Assembly -- Clipping -- Rasterization -- Fragment Shading -- Per-Fragment Operations -- Our First Program: A Detailed Discussion -- Entering main() -- OpenGL Initialization -- Our First OpenGL Rendering -- 2.Shader Fundamentals -- Shaders and OpenGL -- OpenGL's Programmable Pipeline -- An Overview of the OpenGL Shading Language -- Creating Shaders with GLSL -- Storage Qualifiers -- Statements -- Computational Invariance -- Shader Preprocessor -- Compiler Control -- Global Shader-Compilation Option -- Interface Blocks -- Uniform Blocks -- Specifying Uniform Blocks in Shaders -- Accessing Uniform Blocks from Your Application -- Buffer Blocks -- In/Out Blocks -- Compiling Shaders -- Our LoadShaders() Function -- Shader Subroutines -- GLSL Subroutine Setup -- Selecting Shader Subroutines -- Separate Shader Objects -- 3.Drawing with OpenGL -- OpenGL Graphics Primitives -- Points -- Lines, Strips, and Loops -- Triangles, Strips, and Fans -- Data in OpenGL Buffers -- Creating and Allocating Buffers -- Getting Data into and out of Buffers -- Accessing the Content of Buffers -- Discarding Buffer Data -- Vertex Specification -- VertexAttribPointer in Depth -- Static Vertex-Attribute Specification -- OpenGL Drawing Commands -- Restarting Primitives -- Instanced Rendering -- Instanced Vertex Attributes -- Using the Instance Counter in Shaders -- Instancing Redux -- 4.Color, Pixels, and Framebuffers -- Basic Color Theory -- Buffers and Their Uses -- Clearing Buffers -- Masking Buffers -- Color and OpenGL -- Color Representation and OpenGL -- Vertex Colors -- Rasterization -- Multisampling -- Sample Shading -- Testing and Operating on Fragments -- Scissor Test -- Multisample Fragment Operations -- Stencil Test -- Stencil Examples -- Depth Test -- Blending -- Blending Factors -- Controlling Blending Factors -- The Blending Equation -- Dithering -- Logical Operations -- Occlusion Query -- Conditional Rendering -- Per-Primitive Antialiasing -- Antialiasing Lines -- Antialiasing Polygons -- Framebuffer Objects -- Renderbuffers -- Creating Renderbuffer Storage -- Framebuffer Attachments -- Framebuffer Completeness -- Invalidating Framebuffers -- Writing to Multiple Renderbuffers Simultaneously -- Selecting Color Buffers for Writing and Reading -- Dual-Source Blending -- Reading and Copying Pixel Data -- Copying Pixel Rectangles -- 5.Viewing Transformations, Clipping, and Feedback -- Viewing -- Viewing Model -- Camera Model -- Orthographic Viewing Model -- User Transformations -- Matrix Multiply Refresher -- Homogeneous Coordinates -- Linear Transformations and Matrices -- Transforming Normals -- OpenGL Matrices -- OpenGL Transformations -- Advanced: User Clipping -- Transform Feedback -- Transform Feedback Objects -- Transform Feedback Buffers -- Configuring Transform Feedback Varyings -- Starting and Stopping Transform Feedback -- Transform Feedback Example-Particle System -- 6.Textures -- Texture Mapping -- Basic Texture Types -- Creating and Initializing Textures -- Texture Formats -- Proxy Textures -- Specifying Texture Data -- Explicitly Setting Texture Data -- Using Pixel Unpack Buffers -- Copying Data from the Framebuffer -- Loading Images from Files -- Retrieving Texture Data -- Texture Data Layout -- Sampler Objects -- Sampler Parameters -- Using Textures -- Texture Coordinates -- Arranging Texture Data -- Using Multiple Textures -- Complex Texture Types -- 3D Textures -- Array Textures -- Cube-Map Textures -- Shadow Samplers -- Depth-Stencil Textures -- Buffer Textures -- Texture Views -- Compressed Textures -- Filtering -- Linear Filtering -- Using and Generating Mipmaps -- Calculating the Mipmap Level -- Mipmap Level-of-Detail Control -- Advanced Texture Lookup Functions -- Explicit Level of Detail -- Explicit Gradient Specification -- Texture Fetch with Offsets -- Projective Texturing -- Texture Queries in Shaders -- Gathering Texels -- Combining Special Functions -- Point Sprites -- Textured Point Sprites -- Controlling the Appearance of Points -- Rendering to Texture Maps -- Discarding Rendered Data -- Chapter Summary -- Texture Redux -- Texture Best Practices -- 7.Light and Shadow -- Lighting Introduction -- Classic Lighting Model -- Fragment Shaders for Different Light Styles -- Moving Calculations to the Vertex Shader -- Multiple Lights and Materials -- Lighting Coordinate Systems -- Limitations of the Classic Lighting Model -- Advanced Lighting Models -- Hemisphere Lighting -- Image-Based Lighting -- Lighting with Spherical Harmonics -- Shadow Mapping -- Creating a Shadow Map -- 8.Procedural Texturing -- Procedural Texturing -- Regular Patterns -- Toy Ball -- Lattice -- Procedural Shading Summary -- Bump Mapping -- Application Setup -- Vertex Shader -- Fragment Shader -- Normal Maps -- Antialiasing Procedural Textures -- Sources of Aliasing -- Avoiding Aliasing -- Increasing Resolution -- Antialiasing High Frequencies -- Frequency Clamping -- Procedural Antialiasing Summary -- Noise -- Definition of Noise -- Noise Textures -- Trade-offs -- A Simple Noise Shader -- Turbulence -- Marble -- Granite -- Wood -- Noise Summary -- Further Information -- 9.Tessellation Shaders -- Tessellation Shaders -- Tessellation Patches -- Tessellation Control Shaders -- Generating Output-Patch Vertices -- Tessellation Control Shader Variables -- Controlling Tessellation -- Tessellation Evaluation Shaders -- Specifying the Primitive Generation Domain -- Specifying the Face Winding for Generated Primitives -- Specifying the Spacing of Tessellation Coordinates -- Additional Tessellation Evaluation Shader layout Options -- Specifying a Vertex's Position -- Tessellation Evaluation Shader Variables -- A Tessellation Example: The Teapot -- Processing Patch Input Vertices -- Evaluating Tessellation Coordinates for the Teapot -- Additional Tessellation Techniques -- View-Dependent Tessellation -- Shared Tessellated Edges and Cracking -- Displacement Mapping -- 10.Geometry Shaders -- Creating a Geometry Shader -- Geometry Shader Inputs and Outputs -- Geometry Shader Inputs -- Special Geometry Shader Primitives -- Geometry Shader Outputs -- Producing Primitives -- Culling Geometry -- Geometry Amplification -- Advanced Transform Feedback -- Multiple Output Streams -- Primitive Queries -- Using Transform Feedback Results -- Geometry Shader Instancing -- Multiple Viewports and Layered Rendering -- Viewport Index -- Layered Rendering -- Chapter Summary -- Geometry Shader Redux -- Geometry Shader Best Practices -- 11.Memory -- Using Textures for Generic Data Storage -- Binding Textures to Image Units -- Reading from and Writing to Images -- Shader Storage Buffer Objects -- Writing Structured Data -- Atomic Operations and Synchronization -- Atomic Operations on Images -- Atomic Operations on Buffers -- Sync Objects -- Image Qualifiers and Barriers -- High Performance Atomic Counters -- Example -- Order-Independent Transparency -- 12.Compute Shaders -- Overview -- Workgroups and Dispatch -- Knowing Where You Are -- Communication and Synchronization -- Communication -- Synchronization -- Examples -- Physical Simulation -- Image Processing -- Chapter Summary -- Compute Shader Redux -- Compute Shader Best Practices -- A.Basics of GLUT: The OpenGL Utility Toolkit -- Initializing and Creating a Window -- Accessing Functions -- Handling Window and Input Events -- Managing a Background Process -- Running the Program -- B.OpenGL ES and WebGL -- OpenGL ES -- WebGL -- Setting up WebGL within an HTML5 page -- Initializing Shaders in WebGL -- Initializing Vertex Data in WebGL -- Using Texture Maps in WebGL -- C.Built-in GLSL Variables and Functions -- Built-in Variables -- Built-in Variable
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Declarations -- Built-in Variable Descriptions -- 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 --
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Note continued: Homogeneous Coordinates -- Transforming Vertices -- Transforming Normals -- Transformation Matrices -- Translation -- Scaling -- Rotation -- Perspective Projection -- Orthographic Projection -- F.OpenGL and Window Systems -- Accessing New OpenGL Functions -- GLEW: The OpenGL Extension Wrangler -- GLX: OpenGL Extension for the X Window System -- Initialization -- Controlling Rendering -- GLX Prototypes -- WGL: OpenGL Extensions for Microsoft Windows -- Initialization -- Controlling Rendering -- WGL Prototypes -- OpenGL in Mac OSX: The Core OpenGL (CGL) API and the NSOpenGL Classes -- Mac OS X's Core OpenGL Library -- Initialization -- Controlling Rendering -- CGL Prototypes -- The NSOpenGL Classes -- Initialization -- G.Floating-Point Formates for Textures, Framebuffers, and Renderbuffers -- Reduced-Precision Floating-Point Values -- 16-bit Floating-Point Values -- 10- and 11-bit Unsigned Floating-Point Values -- H.Debugging and Profiling OpenGL -- Creating a Debug Context -- Debug Output -- Debug Messages -- Filtering Messages -- Application-Generated Messages -- Debug Groups -- Naming Objects -- Profiling -- Profiling Tools -- In-Application Profiling -- I.Buffer Object Layouts -- Using Standard Layout Qualifiers -- The std140 Layout Rules -- The std430 Layout Rules
630 00 - SUBJECT ADDED ENTRY--UNIFORM TITLE
Uniform title OpenGL
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Computer graphics
700 1# - ADDED ENTRY--PERSONAL NAME
Personal name Shreiner, Dave
830 #0 - SERIES ADDED ENTRY--UNIFORM TITLE
Uniform title OpenGL series
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  Not lost     UMPLIB PEKAN UMPLIB PEKAN 04/09/2019 188.70   T385 .O64 2013 0000093958 04/09/2019 1 188.70 04/09/2019 Open Shelf

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