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Anton's OpenGL 4 Tutorials

Vanessa Springora، Springora، Vanessa]، Anton Gerdelan

قیمت نهایی

۴۰٬۰۰۰ تومان۴۹٬۰۰۰ تومان۱۸٪ تخفیف
  • تخفیف زمان‌دار−۹٬۰۰۰ تومان

۹٬۰۰۰ تومان صرفه‌جویی نسبت به قیمت اصلی

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تحویل فوری
پرداخت امن
ضمانت فایل
پشتیبانی

مشخصات کتاب

ناشر
1
سال انتشار
۲۰۱۴
فرمت
EPUB
زبان
انگلیسی
حجم فایل
۴٫۶ مگابایت
شابک
9782246822707، 224682270X

دربارهٔ کتاب

This book is a practical guide to starting 3d programming with OpenGL, using the most recent version. It would suit anyone learning 3d programming that needs a practical guide with some help for common problems. The material is often used in this way by university courses and hobbyists. This book is a collection of worked-through examples of common real-time rendering techniques as used in video games or student projects. There are also some chapters or short articles for Tips and Tricks - not-so-obvious techniques that can add a lot of value to projects or make it easier to find problems. The idea is to be something like a lab manual - to get you going and over the trickier and more confusing hurdles presented by the API. Introduction Preface Downloading and Compiling Demo Source Code Basics "Hello Triangle" - OpenGL 4 Up and Running Extended Initialisation OpenGL 4 Shaders Vertex Buffer Objects Transformation Vectors and Matrices Virtual Camera Quaternion Quick-Start Ray-Based Picking Lighting and Texture Maps Phong Lighting Texture Maps Tips and Tricks Screen Capture Video Capture Debugging Shaders Gamma Correction Extension Checks and the Debug Callback Uniform Buffer Objects and Mapping Buffers Mesh Files Importing a Mesh File More Advanced Lighting and Texture Effects Multi-Texturing Using Textures for Lighting Coefficients Fragment Rejection Alpha Blending for Transparency Spotlights and Directional Lights Distance Fog Normal Mapping Cube Maps: Sky Boxes and Environment Mapping New Shader Stages Geometry Shaders Tessellation Shaders 2d Rendering 2d GUI Panels Sprite Sheets and 2d Animation Bitmap Fonts Making a Font Atlas Generator Tool Animation Particle Systems Hardware Skinning Part 1: Bones Hardware Skinning Part 2: Skeleton Hierarchies Hardware Skinning Part 3: Key-Frame Animation Multi-Pass Rendering Switching Framebuffer Image Processing with a Kernel Colour-Based Picking Deferred Shading Texture Projection Shadows Discussion Building Larger Programmes Closing Remarks, Future Techniques, and Further Reading

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۴۰٬۰۰۰ تومان