Cover image for Beginning Open GL® Game Programming.
Beginning Open GL® Game Programming.
Title:
Beginning Open GL® Game Programming.
Author:
Benstead, Luke.
ISBN:
9781598637236
Personal Author:
Edition:
2nd ed.
Physical Description:
1 online resource (319 pages)
Contents:
Contents -- Preface -- Introduction -- PART 1 OPENGL BASICS -- Chapter 1 The Exploration Begins . . . Again -- Why Make Games? -- What Is OpenGL? -- Summary -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 2 Creating a Simple OpenGL Application -- About the Platform -- Introduction to WGL -- Pixel Formats -- An OpenGL Application -- Summary -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 3 OpenGL States and Primitives -- State Functions -- Querying Numeric States -- Enabling and Disabling States -- Colors in OpenGL -- Handling Primitives -- Summary -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 4 Transformations and Matrices -- Understanding Coordinate Transformations -- Fixed-Function OpenGL and Matrices -- Projections -- Manipulating the Viewpoint -- Using Your Own Matrices -- Summary -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 5 OpenGL Extensions -- What Is an Extension? -- Functions and Tokens -- Obtaining a Function's Entry Point -- Extensions on Windows -- Finding Supported Extensions -- Defining Tokens -- Introduction to GLee -- Extensions in Action -- Summary -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 6 Moving to a Programmable Pipeline -- The Future of OpenGL -- What Is GLSL? -- The GLSL Language -- GLSL Deprecated Functions -- Using Shaders -- Handling Your Own Matrices -- Summary -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 7 Texture Mapping -- An Overview of Texture Mapping -- Using the Texture Map -- Texture Objects -- Specifying Textures -- Texture Filtering -- Texture Coordinates -- Texture Parameters -- Mipmaps -- Loading Targa Image Files -- Summary -- What You Have Learned -- Review Questions -- On Your Own -- PART 2 BEYOND THE BASICS -- Chapter 8 Lighting, Blending, and Fog.

Lighting -- Blending -- Fog -- Summary -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 9 More on Texture Mapping -- Subimages -- Copying from the Color Buffer -- Environment Mapping -- Alpha Testing -- Multitexturing -- Summary -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 10 Improving Your Performance -- Frustum Culling -- Summary -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 11 Displaying Text -- 2D Texture-Mapped Fonts -- 2D Fonts with FreeType -- A Note on 3D Fonts -- Summary -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 12 OpenGL Buffers -- What Is an OpenGL Buffer? -- The Scissor Test -- The Color Buffers -- The Depth Buffer -- The Stencil Buffer -- Summary -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 13 The Endgame -- The MD2 Model Format -- Creating Explosions -- Point Sprites -- Ogro Invasion! -- Summary -- Review Questions -- On Your Own -- Appendix A: Answers to Review Questions and Exercises -- Appendix B: Further Reading -- Appendix C: What's on the CD -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J-K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X-Z.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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