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OpenGL 4.0 Shading Language Cookbook.

Over 60 highly focused, practical recipes to maximize your OpenGL Shading language use.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Wolff, David
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Pub., 2011.
Temas:
Acceso en línea:Texto completo

MARC

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049 |a UAMI 
100 1 |a Wolff, David. 
245 1 0 |a OpenGL 4.0 Shading Language Cookbook. 
260 |a Birmingham :  |b Packt Pub.,  |c 2011. 
300 |a 1 online resource (767 pages) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
505 0 |a Table of Contents; OpenGL 4.0 Shading Language Cookbook; OpenGL 4.0 Shading Language Cookbook; Credits; About the Author; About the Reviewers; www.PacktPub.com; Support files, eBooks, discount offers and more; Why subscribe?; Free access for Packt account holders; Preface; What this book covers; What you need for this book; Who this book is for; Conventions; Reader feedback; Customer support; Downloading the example code for this book; Errata; Piracy; Questions; 1. Getting Started with GLSL 4.0; Introduction; The OpenGL Shading Language; Profiles: Core vs. Compatibility. 
505 8 |a Using the GLEW Library to access the latest OpenGL functionalityGetting ready; How to do it ... ; How it works ... ; There's more ... ; GLEW visualinfo; GLEW glewinfo; Checking for extension availability at runtime; See also; Using the GLM library for mathematics; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Using the GLM types as input to OpenGL; See also; Determining the GLSL and OpenGL version; How to do it ... ; How it works ... ; There's more ... ; See also; Compiling a shader; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Deleting a shader object; See also. 
505 8 |a Linking a shader programGetting ready; How to do it ... ; How it works ... ; There's more ... ; Deleting a shader program; See also; Sending data to a shader using per-vertex attributes and vertex buffer objects; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Using layout qualifiers; Using element arrays; Interleaved arrays; See also; Getting a list of active vertex input attributes and indices; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Sending data to a shader using uniform variables; Getting ready; How to do it ... ; How it works ... 
505 8 |a There's more ... See also; Getting a list of active uniform variables; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Using uniform blocks and uniform buffer objects; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Using an instance name with a uniform block; Using layout qualifiers with uniform blocks; See also; Building a C++ shader program class; Getting ready; How to do it ... ; How it works ... ; See also; 2. The Basics of GLSL Shaders; Introduction; Vertex and fragment shaders; Replicating the old fixed functionality. 
505 8 |a Implementing diffuse, per-vertex shading with a single point light sourceGetting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Implementing per-vertex ambient, diffuse, and specular (ADS) shading; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Using a non-local viewer; Per-vertex vs. Per-fragment; Directional lights; Light attenuation with distance; See also; Using functions in shaders; Getting ready; How to do it ... ; How it works ... ; There's more ... ; The const qualifier; Function overloading; Passing arrays or structures to a function; See also. 
500 |a Implementing two-sided shading. 
520 |a Over 60 highly focused, practical recipes to maximize your OpenGL Shading language use. 
588 0 |a Print version record. 
546 |a English. 
590 |a ProQuest Ebook Central  |b Ebook Central Academic Complete 
630 0 0 |a OpenGL  |v Amateurs' manuals. 
630 0 7 |a OpenGL  |2 fast 
650 0 |a Programming languages (Electronic computers)  |v Amateurs' manuals. 
650 7 |a Programming languages (Electronic computers)  |2 fast 
655 7 |a Handbooks and manuals  |2 fast 
758 |i has work:  |a OpenGL 4.0 Shanding Language cookbook (Text)  |1 https://id.oclc.org/worldcat/entity/E39PCXXW4DRQ3QYrrJchtxfxgq  |4 https://id.oclc.org/worldcat/ontology/hasWork 
776 0 8 |i Print version:  |a Wolff, David.  |t OpenGL 4.0 Shading Language Cookbook.  |d Birmingham : Packt Publishing, ©2011  |z 9781849514767 
856 4 0 |u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=948515  |z Texto completo 
938 |a ProQuest Ebook Central  |b EBLB  |n EBL948515 
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