This book is appropriate for both the computer science undergraduate course in 3D graphics programming using OpenGL and for professionals who are interested in mastering 3D graphics skills. It has been designed in a 4-color, “teach-yourself” format with numerous examples that the reader can run just as presented. The book is unique because it teaches OpenGL programming in Java, using JOGL – a standard Java “wrapper” for OpenGLs native C calls. Includes companion files with all of the source code as well as the models, figures, textures, skyboxes, normal maps, etc. used throughout the book. (Files are also available for downloading from the publisher with Amazon order number and by writing to info@merclearning.com)
Features
+Covers OpenGL 4.0+ shader programming using Java
+Includes companion files with code, object models, figures, and more
(Files are also available for downloading from the publisher with Amazon order number and by writing to info@merclearning.com)
+Illustrates every technique with complete running code examples. Everything needed to install JOGL and run every example is provided.
+Includes every GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) -- with examples.
+Underlying OpenGL C calls are always exposed – the reader learns them.
Brief Table Of Contents
1: Getting Started. 2: JOGL and the OpenGL Graphics Pipeline. 3: Mathematical Foundations. 4: Managing 3D Graphics Data. 5: Texture Mapping. 6: 3D Models. 7: Lighting. 8: Shadows. 9: Sky and Backgrounds. 10: Enhancing Surface Detail. 11: Parametric Surfaces. 12: Tessellation. 13: Geometry Shaders. 14: Other Techniques. Index.
On The Disc
(Files are also available for downloading from the publisher with Amazon order number and by writing to info@merclearning.com)
+The source code for every program in the book, organized by chapter
+A collection of the book's models, textures, figures, environments, and more,
along with a handy Java graphics math library
About The Authors
V. Scott Gordon and John Clevenger are both computer science professors at
California State University, Sacramento.
Features
+Covers OpenGL 4.0+ shader programming using Java
+Includes companion files with code, object models, figures, and more
(Files are also available for downloading from the publisher with Amazon order number and by writing to info@merclearning.com)
+Illustrates every technique with complete running code examples. Everything needed to install JOGL and run every example is provided.
+Includes every GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) -- with examples.
+Underlying OpenGL C calls are always exposed – the reader learns them.
Brief Table Of Contents
1: Getting Started. 2: JOGL and the OpenGL Graphics Pipeline. 3: Mathematical Foundations. 4: Managing 3D Graphics Data. 5: Texture Mapping. 6: 3D Models. 7: Lighting. 8: Shadows. 9: Sky and Backgrounds. 10: Enhancing Surface Detail. 11: Parametric Surfaces. 12: Tessellation. 13: Geometry Shaders. 14: Other Techniques. Index.
On The Disc
(Files are also available for downloading from the publisher with Amazon order number and by writing to info@merclearning.com)
+The source code for every program in the book, organized by chapter
+A collection of the book's models, textures, figures, environments, and more,
along with a handy Java graphics math library
About The Authors
V. Scott Gordon and John Clevenger are both computer science professors at
California State University, Sacramento.