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		<title>List Of Good OpenGL and (ES) Books</title>
		<link>http://www.gaanza.com/blog/list-of-good-opengl-and-es-books/</link>
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		<pubDate>Sun, 06 Sep 2009 07:26:11 +0000</pubDate>
		<dc:creator>padam</dc:creator>
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		<category><![CDATA[OpenGL Books]]></category>

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These are the list of some popular books on OpenGl and (ES) preffered by many.
OpenGl SuperBible Fourth Edition
It begins by illuminating the core techniques of &#8220;classic&#8221; opengl programming, from drawing in space to geometric transformations, from lighting to texture mapping. The authors covers newer OpenGL capabilities, including OpenGL 2.1&#8217;s powerful programmable pipeline, vertex and fragment [...]]]></description>
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<p><span style="color: #000000;">These are the list of some popular books on OpenGl and (ES) preffered by many.</span></p>
<p><strong><span style="color: #000000;">OpenGl SuperBible Fourth Edition</span></strong></p>
<p><span style="color: #000000;">It begins by illuminating the core techniques of &#8220;classic&#8221; opengl programming, from drawing in space to geometric transformations, from lighting to texture mapping. The authors covers newer OpenGL capabilities, including OpenGL 2.1&#8217;s powerful programmable pipeline, vertex and fragment shaders, and advanced buffers. They also present thorough, up-to-date inroduction to opengl implementation on openl platforms, including windows,mac,linux and embedded systems.<br />
Cove</span><span style="color: #000000;">rage includes</span></p>
<p style="font-family: verdana, sans-serif; color: white; font-size: 12px;"><span style="color: #000000;">·         An entirely new chapter on </span><span style="font-weight: bold;"><span style="color: #000000;">OpenGL</span></span><span style="color: #000000;"> ES programming for handhelds</span></p>
<p style="font-family: verdana, sans-serif; color: white; font-size: 12px;"><span style="color: #000000;">·         Completely rewritten chapters on </span><span style="font-weight: bold;"><span style="color: #000000;">OpenGL</span></span><span style="color: #000000;"> for Mac OS X and GNU/Linux</span></p>
<p style="font-family: verdana, sans-serif; color: white; font-size: 12px;"><span style="color: #000000;">·         Up-to-the-minute coverage of </span><span style="font-weight: bold;"><span style="color: #000000;">OpenGL</span></span><span style="color: #000000;"> on Windows Vista</span></p>
<p style="font-size: 12px;"><span style="color: #000000;">·         New material on floating-point color buffers and off-screen rendering</span></p>
<p style="font-size: 12px;"><span style="color: #000000;">·         In-depth introductions to 3D modeling and object composition</span></p>
<p style="font-family: verdana, sans-serif; color: white; font-size: 12px;"><span style="color: #000000;">·         Expert techniques for utilizing </span><span style="font-weight: bold;"><span style="color: #000000;">OpenGL</span></span><span style="color: #000000;">&#8217;s programmable shading language</span></p>
<p style="font-size: 12px;"><span style="color: #000000;">·         Thorough coverage of curves, surfaces, interactive graphics, textures, shadows, and much more</span></p>
<p style="font-size: 12px;"><span style="color: #000000;">·         A fully updated API reference, and an all-new section of full-color images</span></p>
<p><strong><span style="color: #000000;"><img class="alignnone size-full wp-image-237" title="superbible" src="http://www.gaanza.com/wp-content/uploads/2009/09/superbible.jpg" alt="superbible" width="405" height="500" /></span></strong></p>
<p><strong><span style="color: #000000;">The OpenGl Programming Guide: The Official Guide to Learning OpenGl Version 2.1</span></strong></p>
<p><em><strong><span style="color: #000000;">The OpenGL</span><sup><span style="color: #000000;">®</span></sup><span style="color: #000000;"> Programming Guide, Sixth Edition,</span></strong></em><span style="color: #000000;"> provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 2.0. This sixth edition of the best-selling &#8220;red book&#8221; describes the latest features of OpenGL Version 2.1. You will find clear explanations of OpenGL functionality and many basic computer graphics techniques, such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism. In addition, this book provides in-depth coverage of advanced techniques, including texture mapping, antialiasing, fog and atmospheric effects, NURBS, image processing, and more. The text also explores other key topics such as enhancing performance, OpenGL extensions, and cross-platform techniques.</span></p>
<p><span style="color: #000000;">This sixth edition has been updated to include the newest features of OpenGL Version 2.1, including:</span></p>
<ul style="list-style-type: disc; margin-top: 1.12em; margin-right: 0px; margin-bottom: 1.12em; margin-left: 20px; padding: 0px;">
<li style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 20px;"><span style="color: #000000;">Using server-side pixel buffer objects for fast pixel rectangle download and retrieval</span></li>
<li style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 20px;"><span style="color: #000000;">Discussion of the sRGB texture format</span></li>
<li style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 20px;"><span style="color: #000000;">Expanded discussion of the OpenGL Shading Language</span></li>
</ul>
<p><span style="color: #000000;">This edition continues the discussion of the OpenGL Shading Language (GLSL) and explains the mechanics of using this language to create complex graphics effects and boost the computational power of OpenGL.</span></p>
<p><span style="color: #000000;">The OpenGL Technical Library provides tutorial and reference books for OpenGL. The Library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies.</span></p>
<p><strong><span style="color: #000000;"><img class="alignnone size-full wp-image-238" title="redbook" src="http://www.gaanza.com/wp-content/uploads/2009/09/redbook.jpg" alt="redbook" width="381" height="500" /></span></strong></p>
<p><strong><span style="color: #000000;">OpenGL Shading Language 2nd Edition</span></strong></p>
<p style="font-family: verdana, sans-serif; color: white; font-size: 12px;"><span style="font-style: italic;"><span style="font-weight: bold;"><span style="font-weight: bold;"><span style="color: #000000;">OpenGL</span></span><span style="color: #000000;">® </span><span style="font-weight: bold;"><span style="color: #000000;">Shading</span></span><span style="color: #000000;"> </span><span style="font-weight: bold;"><span style="color: #000000;">Language</span></span><span style="color: #000000;">, Second Edition</span></span></span><span style="color: #000000;">, includes updated descriptions for the </span><span style="font-weight: bold;"><span style="color: #000000;">language</span></span><span style="color: #000000;"> and all the GLSL entry points added to </span><span style="font-weight: bold;"><span style="color: #000000;">OpenGL</span></span><span style="color: #000000;"> 2.0; new chapters that discuss lighting, shadows, and surface characteristics; and an under-the-hood look at the implementation of RealWorldz, the most ambitious GLSL application to date. The second edition also features 18 extensive new examples of shaders and their underlying algorithms, including</span></p>
<ul>
<li>
<p style="font-size: 12px;"><span style="color: #000000;">Image-based lighting</span></p>
</li>
</ul>
<ul>
<li>
<p style="font-size: 12px;"><span style="color: #000000;">Lighting with spherical harmonics</span></p>
</li>
</ul>
<ul>
<li>
<p style="font-size: 12px;"><span style="color: #000000;">Ambient occlusion</span></p>
</li>
</ul>
<ul>
<li>
<p style="font-size: 12px;"><span style="color: #000000;">Shadow mapping</span></p>
</li>
</ul>
<ul>
<li>
<p style="font-size: 12px;"><span style="color: #000000;">Volume shadows using deferred lighting</span></p>
</li>
</ul>
<ul>
<li>
<p style="font-size: 12px;"><span style="color: #000000;">Ward&#8217;s BRDF model</span></p>
</li>
</ul>
<p style="font-family: verdana, sans-serif; color: white; font-size: 12px;"><span style="color: #000000;">The color plate section illustrates the power and sophistication of the </span><span style="font-weight: bold;"><span style="color: #000000;">OpenGL</span></span><span style="color: #000000;"> </span><span style="font-weight: bold;"><span style="color: #000000;">Shading</span></span><span style="color: #000000;"> </span><span style="font-weight: bold;"><span style="color: #000000;">Language</span></span><span style="color: #000000;">. The API Function Reference at the end of the book is an excellent guide to the API entry points that support the </span><span style="font-weight: bold;"><span style="color: #000000;">OpenGL</span></span><span style="font-weight: bold;"><span style="color: #000000;">Shading</span></span><span style="color: #000000;"> </span><span style="font-weight: bold;"><span style="color: #000000;">Language</span></span><span style="color: #000000;">. Also included is a convenient Quick Reference Card to GLSL.</span></p>
<p style="font-size: 12px;"><span style="color: #000000;"><img class="alignnone size-full wp-image-239" title="shading" src="http://www.gaanza.com/wp-content/uploads/2009/09/shading.jpg" alt="shading" width="379" height="500" /></span></p>
<p style="font-family: verdana, sans-serif; color: white; font-size: 12px;">
<p style="font-family: verdana, sans-serif; color: white; font-size: 12px;"><strong><span style="color: #000000;">OpenGL ES 2.0 Programming Guide</span></strong></p>
<p style="font-family: verdana, sans-serif; color: white; font-size: 12px;"><span style="color: #000000;">In the </span><span style="font-style: italic;"><span style="font-weight: bold;"><span style="color: #000000;">OpenGL® ES 2.0 Programming Guide</span></span></span><span style="color: #000000;">, three leading authorities on the Open GL ES 2.0 interface—including the specification&#8217;s editor—provide start-to-finish guidance for maximizing the interface&#8217;s value in a wide range of high-performance applications. The authors cover the entire API, including Khronos-ratified extensions. Using detailed C-based code examples, they demonstrate how to set up and program every aspect of the graphics pipeline. You&#8217;ll move from introductory techniques all the way to advanced per-pixel lighting, particle systems, and performance optimization.</span></p>
<p><span style="color: #000000;">Coverage includes:</span></p>
<ul>
<li>
<p style="font-size: 12px;"><span style="color: #000000;">Shaders in depth: creating shader objects, compiling shaders, checking for compile errors, attaching shader objects to program objects, and linking final program objects</span></p>
</li>
<li>
<p style="font-size: 12px;"><span style="color: #000000;">The OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniforms, varyings, precision qualifiers, and invariance</span></p>
</li>
<li>
<p style="font-size: 12px;"><span style="color: #000000;">Inputting geometry into the graphics pipeline, and assembling geometry into primitives</span></p>
</li>
<li>
<p style="font-size: 12px;"><span style="color: #000000;">Vertex shaders, their special variables, and their use in per-vertex lighting, skinning, and other applications</span></p>
</li>
<li>
<p style="font-size: 12px;"><span style="color: #000000;">Using fragment shaders—including examples of multitexturing, fog, alpha test, and user clip planes</span></p>
</li>
<li>
<p style="font-size: 12px;"><span style="color: #000000;">Fragment operations: scissor test, stencil test, depth test, multisampling, blending, and dithering</span></p>
</li>
<li>
<p style="font-size: 12px;"><span style="color: #000000;">Advanced rendering: per-pixel lighting with normal maps, environment mapping, particle systems, image post-processing, and projective texturing</span></p>
</li>
<li>
<p style="font-size: 12px;"><span style="color: #000000;">Real-world programming challenges: platform diversity, C++ portability, OpenKODE, and platform-specific shader binaries</span></p>
<p style="font-size: 12px;"><span style="color: #000000;"><img class="alignnone size-full wp-image-240" title="es2.0" src="http://www.gaanza.com/wp-content/uploads/2009/09/es2.0.jpg" alt="es2.0" width="381" height="500" /></span></p>
</li>
</ul>
<p style="font-family: verdana, sans-serif; color: white; font-size: 12px;">
<p style="font-family: verdana, sans-serif; color: white; font-size: 12px;"><strong><span style="color: #000000;">OpenGL Distilled</span></strong></p>
<p style="font-family: verdana, sans-serif; color: white; font-size: 12px;"><span style="font-weight: bold;"><span style="font-style: italic;"><span style="font-weight: bold;"><span style="color: #000000;">OpenGL</span></span><span style="color: #000000;">® </span><span style="font-weight: bold;"><span style="color: #000000;">Distilled</span></span></span></span><span style="color: #000000;"> provides the fundamental information you need to start programming 3D graphics, from setting up an </span><span style="font-weight: bold;"><span style="color: #000000;">OpenGL</span></span><span style="color: #000000;"> development environment to creating realistic textures and shadows. Written in an engaging, easy-to-follow style, this book makes it easy to find the information you&#8217;re looking for. You&#8217;ll quickly learn the essential and most-often-used features of </span><span style="font-weight: bold;"><span style="color: #000000;">OpenGL</span></span><span style="color: #000000;"> 2.0, along with the best coding practices and troubleshooting tips.</span></p>
<p style="font-size: 12px;"><span style="color: #000000;">Topics include</span></p>
<ul>
<li>
<p style="font-size: 12px;"><span style="color: #000000;">Drawing and rendering geometric data such as points, lines, and polygons</span></p>
</li>
<li>
<p style="font-size: 12px;"><span style="color: #000000;">Controlling color and lighting to create elegant graphics</span></p>
</li>
<li>
<p style="font-size: 12px;"><span style="color: #000000;">Creating and orienting views</span></p>
</li>
<li>
<p style="font-size: 12px;"><span style="color: #000000;">Increasing image realism with texture mapping and shadows</span></p>
</li>
<li>
<p style="font-size: 12px;"><span style="color: #000000;">Improving rendering performance</span></p>
</li>
<li>
<p style="font-family: verdana, sans-serif; color: white; font-size: 12px;">
</li>
</ul>
<p style="font-size: 12px;"><span style="color: #000000;">Preserving graphics integrity across platforms</span></p>
<p style="font-size: 12px;"><span style="color: #000000;"><img class="alignnone size-full wp-image-241" title="distilled" src="http://www.gaanza.com/wp-content/uploads/2009/09/distilled.jpg" alt="distilled" width="378" height="500" /></span></p>
<p style="font-family: verdana, sans-serif; color: white; font-size: 12px;"><span style="font-weight: normal;"><strong><span style="color: #000000;">Gracias</span></strong> </span></p>
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