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Open GL

    Chapter 1.  Review of OpenGL Basics
      Section 1.1.  OpenGL History
      Section 1.2.  OpenGL Evolution
      Section 1.3.  Execution Model
      Section 1.4.  The Frame Buffer
      Section 1.5.  State
      Section 1.6.  Processing Pipeline
      Section 1.7.  Drawing Geometry
      Section 1.8.  Drawing Images
      Section 1.9.  Coordinate Transforms
      Section 1.10.  Texturing
      Section 1.11.  Summary
      Section 1.12.  Further Information
    Chapter 2.  Basics
      Section 2.1.  Introduction to the OpenGL Shading Language
      Section 2.2.  Why Write Shaders?
      Section 2.3.  OpenGL Programmable Processors
      Section 2.4.  Language Overview
      Section 2.5.  System Overview
      Section 2.6.  Key Benefits
      Section 2.7.  Summary
      Section 2.8.  Further Information
    Chapter 3.  Language Definition
      Section 3.1.  Example Shader Pair
      Section 3.2.  Data Types
      Section 3.3.  Initializers and Constructors
      Section 3.4.  Type Conversions
      Section 3.5.  Qualifiers and Interface to a Shader
      Section 3.6.  Flow Control
      Section 3.7.  Operations
      Section 3.8.  Preprocessor
      Section 3.9.  Preprocessor Expressions
      Section 3.10.  Error Handling
      Section 3.11.  Summary
      Section 3.12.  Further Information
    Chapter 4.  The OpenGL Programmable Pipeline
      Section 4.1.  The Vertex Processor
      Section 4.2.  The Fragment Processor
      Section 4.3.  Built-in Uniform Variables
      Section 4.4.  Built-in Constants
      Section 4.5.  Interaction with OpenGL Fixed Functionality
      Section 4.6.  Summary
      Section 4.7.  Further Information
    Chapter 5.  Built-in Functions
      Section 5.1.  Angle and Trigonometry Functions
      Section 5.2.  Exponential Functions
      Section 5.3.  Common Functions
      Section 5.4.  Geometric Functions
      Section 5.5.  Matrix Functions
      Section 5.6.  Vector Relational Functions
      Section 5.7.  Texture Access Functions
      Section 5.8.  Fragment Processing Functions
      Section 5.9.  Noise Functions
      Section 5.10.  Summary
      Section 5.11.  Further Information
    Chapter 6.  Simple Shading Example
      Section 6.1.  Brick Shader Overview
      Section 6.2.  Vertex Shader
      Section 6.3.  Fragment Shader
      Section 6.4.  Observations
      Section 6.5.  Summary
      Section 6.6.  Further Information
    Chapter 7.  OpenGL Shading Language API
      Section 7.1.  Obtaining Version Information
      Section 7.2.  Creating Shader Objects
      Section 7.3.  Compiling Shader Objects
      Section 7.4.  Linking and Using Shaders
      Section 7.5.  Cleaning Up
      Section 7.6.  Query Functions
      Section 7.7.  Specifying Vertex Attributes
      Section 7.8.  Specifying Uniform Variables
      Section 7.9.  Samplers
      Section 7.10.  Multiple Render Targets
      Section 7.11.  Development Aids
      Section 7.12.  Implementation-Dependent API Values
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      Section 7.13.  Application Code for Brick Shaders
      Section 7.14.  Summary
      Section 7.15.  Further Information
    Chapter 8.  Shader Development
      Section 8.1.  General Principles
      Section 8.2.  Performance Considerations
      Section 8.3.  Shader Debugging
      Section 8.4.  Shader Development Tools
      Section 8.5.  Scene Graphs
      Section 8.6.  Summary
      Section 8.7.  Further Information
    Chapter 9.  Emulating OpenGL Fixed Functionality
      Section 9.1.  Transformation
      Section 9.2.  Light Sources
      Section 9.3.  Material Properties and Lighting
      Section 9.4.  Two-Sided Lighting
      Section 9.5.  No Lighting
      Section 9.6.  Fog
      Section 9.7.  Texture Coordinate Generation
      Section 9.8.  User Clipping
      Section 9.9.  Texture Application
      Section 9.10.  Summary
      Section 9.11.  Further Information
    Chapter 10.  Stored Texture Shaders
      Section 10.1.  Access to Texture Maps from a Shader
      Section 10.2.  Simple Texturing Example
      Section 10.3.  Multitexturing Example
      Section 10.4.  Cube Mapping Example
      Section 10.5.  Another Environment Mapping Example
      Section 10.6.  Glyph Bombing
      Section 10.7.  Summary
      Section 10.8.  Further Information
    Chapter 11.  Procedural Texture Shaders
      Section 11.1.  Regular Patterns
      Section 11.2.  Toy Ball
      Section 11.3.  Lattice
      Section 11.4.  Bump Mapping
      Section 11.5.  Summary
      Section 11.6.  Further Information
    Chapter 12.  Lighting
      Section 12.1.  Hemisphere Lighting
      Section 12.2.  Image-Based Lighting
      Section 12.3.  Lighting with Spherical Harmonics
      Section 12.4.  The ÜberLight Shader
      Section 12.5.  Summary
      Section 12.6.  Further Information
    Chapter 13.  Shadows
      Section 13.1.  Ambient Occlusion
      Section 13.2.  Shadow Maps
      Section 13.3.  Deferred Shading for Volume Shadows
      Section 13.4.  Summary
      Section 13.5.  Further Information
    Chapter 14.  Surface Characteristics
      Section 14.1.  Refraction
      Section 14.2.  Diffraction
      Section 14.3.  BRDF Models
      Section 14.4.  Polynomial Texture Mapping with BRDF Data
      Section 14.5.  Summary
      Section 14.6.  Further Information
    Chapter 15.  Noise
      Section 15.1.  Noise Defined
      Section 15.2.  Noise Textures
      Section 15.3.  Trade-offs
      Section 15.4.  A Simple Noise Shader
      Section 15.5.  Turbulence
      Section 15.6.  Granite
      Section 15.7.  Wood
      Section 15.8.  Summary
      Section 15.9.  Further Information
    Chapter 16.  Animation
      Section 16.1.  On/Off
      Section 16.2.  Threshold
      Section 16.3.  Translation
      Section 16.4.  Morphing
      Section 16.5.  Other Blending Effects
      Section 16.6.  Vertex Noise
      Section 16.7.  Particle Systems
      Section 16.8.  Wobble
      Section 16.9.  Summary
      Section 16.10.  Further Information
    Chapter 17.  Antialiasing Procedural Textures
      Section 17.1.  Sources of Aliasing
      Section 17.2.  Avoiding Aliasing
      Section 17.3.  Increasing Resolution
      Section 17.4.  Antialiased Stripe Example
      Section 17.5.  Frequency Clamping
      Section 17.6.  Summary
      Section 17.7.  Further Information
    Chapter 18.  Non-Photorealistic Shaders
      Section 18.1.  Hatching Example
      Section 18.2.  Technical Illustration Example
      Section 18.3.  Mandelbrot Example
      Section 18.4.  Summary
      Section 18.5.  Further Information
    Chapter 19.  Shaders for Imaging
      Section 19.1.  Geometric Image Transforms
      Section 19.2.  Mathematical Mappings
      Section 19.3.  Lookup Table Operations
      Section 19.4.  Color Space Conversions
      Section 19.5.  Image Interpolation and Extrapolation
      Section 19.6.  Blend Modes
      Section 19.7.  Convolution
      Section 19.8.  Summary
      Section 19.9.  Further Information
    Chapter 20.  RealWorldz
      Section 20.1.  Features
      Section 20.2.  RealWorldz Internals
      Section 20.3.  Implementation
      Section 20.4.  Atmospheric Effects
      Section 20.5.  Ocean
      Section 20.6.  Clouds
      Section 20.7.  Summary
      Section 20.8.  Further Information
    Chapter 21.  Language Comparison
      Section 21.1.  Chronology of Shading Languages
      Section 21.2.  RenderMan
      Section 21.3.  OpenGL Shader (ISL)
      Section 21.4.  HLSL
      Section 21.5.  Cg
      Section 21.6.  Summary
      Section 21.7.  Further Information
    Appendix A.  Language Grammar
    Appendix B.  API Function Reference
      Implementation-Dependent API Values for GLSL
      Other Queriable Values for GLSL
      glAttachShader
      glBindAttribLocation
      glCompileShader
      glCreateProgram
      glCreateShader
      glDeleteProgram
      glDeleteShader
      glDetachShader
      glDrawBuffers
      glEnableVertexAttribArray
      glGetActiveAttrib
      glGetActiveUniform
      glGetAttachedShaders
      glGetAttribLocation
      glGetProgram
      glGetProgramInfoLog
      glGetShader
      glGetShaderInfoLog
      glGetShaderSource
      glGetUniform
      glGetUniformLocation
      glGetVertexAttrib
      glGetVertexAttribPointer
      glIsProgram
      glIsShader
      glLinkProgram
      glShaderSource
      glUniform
      glUseProgram
      glValidateProgram
      glVertexAttrib
      glVertexAttribPointer
      OpenGL 1.5 to OpenGL 2.0 GLSL Migration Guide
   Afterword
   Glossary
     
   Further Reading
     
   Index



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