More OpenGL game programming / Dave Astle, editor.
Material type: TextPublisher: Boston, Mass. : Thomson/Course Technology, [2006]Copyright date: ©2006Description: xxiii, 626 pages : illustrations ; 24 cmContent type:- text
- unmediated
- volume
- 1592008305
- 9781592008308
- 794.81526 22
- QA76.76.C672 M66 2006
Contents:
Ch. 1. More OpenGL -- Ch. 2. Introduction to shaders -- Ch. 3. Low-level shaders -- Ch. 4. The OpenGL shading language -- Ch. 5. Advanced texture mapping -- Ch. 6. Advanced lighting and shading -- Ch. 7. Special effects -- Ch. 8. Rendering nature -- Ch. 9. Rendering skies -- Ch. 10. Terrain -- Ch. 11. 3D models and skeletal animation -- Ch. 12. Scene management -- App. A. Low-level shading languages reference -- App. B. OpenGL shading language reference.
Item type | Current library | Call number | Copy number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|---|
Book | City Campus City Campus Main Collection | 794.81526 MOR (Browse shelf(Opens below)) | 1 | Available | A404492B |
Browsing City Campus shelves, Shelving location: City Campus Main Collection Close shelf browser (Hides shelf browser)
794.81526 MER Motivated reinforcement learning : curious characters for multiuser games / | 794.81526 MIL Artificial intelligence for games / | 794.81526 MIL Game physics engine development / | 794.81526 MOR More OpenGL game programming / | 794.81526 NIT Professional XNA game programming : for XBOX 360 and Windows / | 794.81526 SAL Rules of play : game design fundamentals / | 794.81526 SAL Rules of play : game design fundamentals / |
Includes bibliographical references and index.
Ch. 1. More OpenGL -- Ch. 2. Introduction to shaders -- Ch. 3. Low-level shaders -- Ch. 4. The OpenGL shading language -- Ch. 5. Advanced texture mapping -- Ch. 6. Advanced lighting and shading -- Ch. 7. Special effects -- Ch. 8. Rendering nature -- Ch. 9. Rendering skies -- Ch. 10. Terrain -- Ch. 11. 3D models and skeletal animation -- Ch. 12. Scene management -- App. A. Low-level shading languages reference -- App. B. OpenGL shading language reference.
Machine converted from AACR2 source record.
There are no comments on this title.
Log in to your account to post a comment.