資料來源: Google Book

Beginning OpenGL game programming

  • 作者: Astle, Dave.
  • 其他作者: Hawkins, Kevin.
  • 出版: Boston, MA : Thomson/Course Technology ©2004.
  • 稽核項: 1 online resource (xxii, 310 pages) :illustrations.
  • 標題: Electronic books. , GAMES Video & Electronic. , OpenGL. , Jeux d'ordinateur , Jeux d'ordinateur Programmation. , Video & Electronic. , GAMES , Computer games Programming. , Programming. , Programmation. , Computer games
  • ISBN: 159200458X , 9781592004584
  • 試查全文@TNUA:
  • 附註: Accompanying CD-ROM includes the OpenGL easy extension library; glFont; bonus chapters and a bonus game; source codes from the book. Includes index. Introduction -- PART I: OPENGL BASICS -- Chapter 1 The Exploration Begins . . . Again -- Why Make Games? -- What Is OpenGL? -- A Sneak Peek -- Summary -- Chapter 2 Creating a Simple OpenGL Application -- Introduction to WGL -- Pixel Formats -- An OpenGL Application -- Full-Screen OpenGL -- Summary -- Chapter 3 OpenGL States and Primitives -- State Functions -- Handling Primitives -- Attributes -- Summary -- Chapter 4 Transformations and Matrices -- Understanding Coordinate Transformations -- OpenGL and Matrices -- Projections -- Manipulating the Viewpoint. Using Your Own Matrices -- Summary -- Chapter 5 Colors, Lighting, Blending, and Fog -- Using Colors in OpenGL -- Shading -- Lighting in OpenGL -- Blending -- Fog -- Summary -- Chapter 6 Bitmaps and Images with OpenGL -- The OpenGL Bitmap -- Using Images -- Managing Pixel Storage -- Targa Image Files -- Summary -- Chapter 7 Texture Mapping -- An Overview of Texture Mapping -- Texture Coordinates -- Using the Texture Map -- Mipmaps -- Texture Parameters -- Texture Environments and Texture Functions -- Textured Terrain -- Summary -- PART II: BEYOND THE BASICS -- Chapter 8 OpenGL Extensions. Anatomy of an Extension -- Using Extensions -- WGL Extensions -- Introduction to GLee -- Extensions in Action -- Summary -- Chapter 9 More on Texture Mapping -- More on Texture Specification -- The Texture Matrix Stack -- Texture Coordinate Generation -- Multitexturing -- Summary -- Chapter 10 Up Your Performance -- Display Lists -- Vertex Arrays -- Frustum Culling -- Summary -- Chapter 11 Displaying Text -- Bitmap Fonts -- Outline Fonts -- Using glFont -- Summary -- Chapter 12 OpenGL Buffers -- What Is an OpenGL Buffer? -- The Color Buffer -- The Depth Buffer -- The Stencil Buffer. The Accumulation Buffer -- Summary -- Chapter 13 The Endgame -- The Design -- Using OpenGL in the Game -- Summary -- PART III: APPENDICES -- Appendix A: Answers to Review Questions and Exercises -- Appendix B: Further Reading -- Online Resources -- Books -- Appendix C: What's on the CD -- Source Code -- GLee -- Bonus Chapters -- Bonus Game -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- Z.
  • 摘要: Annotation
  • 電子資源: https://dbs.tnua.edu.tw/login?url=https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=107513
  • 系統號: 005312078
  • 資料類型: 電子書
  • 讀者標籤: 需登入
  • 引用網址: 複製連結
Annotation. With "Beginning OpenGL Game Programming," you?ll learn how to use OpenGL to develop games using high-performance graphics and game libraries. Focusing solely on topics related to graphics and OpenGL, this comprehensive guide gives you the skills you need to unleash the power of OpenGL 1.5 and create realistic, real-time graphics. If you are just getting started in 3D game development and are comfortable programming in C++, this guide is your ideal introduction to OpenGL. By the time you finish this book, you'll understand the basics of OpenGL and be able to apply your newfound skills as you create your own games!
來源: Google Book
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