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OpenGL Programming Guide
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Table of Contents

  • 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
  • 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
  • Appendix D: State Variables
  • 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

 

About the Author

John M. Kessenich, staff software engineer at Google and creator of SPIR-V, has been active in OpenGL and GLSL Khronos standards’ development since 1999. He is the primary editor of the SPIR-V and GLSL specifications, and creates shader compiler tools and translators to promote portability of those standards.

 

Graham Sellers, AMD Software Architect and Engineering Fellow, is a Khronos API lead and represents AMD at the OpenGL ARB. He has contributed to the core Vulkan and OpenGL specs and extensions, and holds several graphics and image processing patents.

 

Dave Shreiner is a twenty-five year veteran of the computer graphics industry, where he’s worked almost exclusively with programming interfaces like OpenGL. In addition to having written and taught instructional courses on using computer graphics APIs, he was also the lead author for almost ten years on several Addison-Wesley publications relating to computer graphics.

Reviews

Praise for previous editions of OpenGL® Programming Guide   “Wow! This book is basically one-stop shopping for OpenGL information. It is the kind of book that I will be reaching for a lot. Thanks to Dave, Graham, John, and Bill for an amazing effort.” —Mike Bailey, professor, Oregon State University   “The most recent Red Book parallels the grand tradition of OpenGL; continuous evolution towards ever-greater power and efficiency. The eighth edition contains up-to-the minute information about the latest standard and new features, along with a solid grounding in modern OpenGL techniques that will work anywhere. The Red Book continues to be an essential reference for all new employees at my simulation company. What else can be said about this essential guide? I laughed, I cried, it was much better than Cats—I’ll read it again and again.” —Bob Kuehne, president, Blue Newt Software   “OpenGL has undergone enormous changes since its inception twenty years ago. This new edition is your practical guide to using the OpenGL of today. Modern OpenGL is centered on the use of shaders, and this edition of the Programming Guide jumps right in, with shaders covered in depth in Chapter 2. It continues in later chapters with even more specifics on everything from texturing to compute shaders. No matter how well you know it or how long you’ve been doing it, if you are going to write an OpenGL program, you want to have a copy of the OpenGL® Programming Guide handy.” —Marc Olano, associate professor, UMBC   “If you are looking for the definitive guide to programming with the very latest version of OpenGL, look no further. The authors of this book have been deeply involved in the creation of OpenGL 4.3, and everything you need to know about the cutting edge of this industry-leading API is laid out here in a clear, logical, and insightful manner.” —Neil Trevett, president, Khronos Group

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