{"product_id":"opengl-programming-guide-the-official-guide-to-learning-opengl-version-4-5-with-spir-v","title":"OpenGL Programming Guide: The Official Guide to Learning Opengl, Version 4.5 with Spir-V","description":"\u003cb\u003eComplete Coverage of OpenGL(R) 4.5--the Latest Version (Includes 4.5, 4.4, SPIR-V, and Extensions)\u003c\/b\u003e  The latest version of today's leading worldwide standard for computer graphics, OpenGL 4.5 delivers significant improvements in application efficiency, flexibility, and performance. OpenGL 4.5 is an exceptionally mature and robust platform for programming high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and shaders.  \u003ci\u003e\u003cb\u003eOpenGL(R) Programming Guide, Ninth Edition, \u003c\/b\u003e\u003c\/i\u003e presents definitive, comprehensive information on OpenGL 4.5, 4.4, SPIR-V, OpenGL extensions, and the OpenGL Shading Language. It will serve you for as long as you write or maintain OpenGL code.  This edition of the best-selling \"Red Book\" fully integrates shader techniques alongside classic, function-centric approaches, and contains extensive code examples that demonstrate modern techniques. Starting with the fundamentals, its wide-ranging coverage includes drawing, color, pixels, fragments, transformations, textures, framebuffers, light and shadow, and memory techniques for advanced rendering and nongraphical applications. It also offers discussions of all shader stages, including thorough explorations of tessellation, geometric, and compute shaders.  New coverage in this edition includes \u003cul\u003e \u003cli\u003eThorough coverage of OpenGL 4.5 Direct State Access (DSA), which overhauls the OpenGL programming model and how applications access objects\u003c\/li\u003e \u003cli\u003eDeeper discussions and more examples of shader functionality and GPU processing, reflecting industry trends to move functionality onto graphics processors\u003c\/li\u003e \u003cli\u003eDemonstrations and examples of key features based on community feedback and suggestions\u003c\/li\u003e \u003cli\u003eUpdated appendixes covering the latest OpenGL libraries, related APIs, functions, variables, formats, and debugging and profiling techniques\u003c\/li\u003e \u003c\/ul\u003e Normal 0 false false false EN-US X-NONE X-NONE\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eAbout the Author\u003c\/b\u003e\u003cbr\u003e\u003cb\u003eJohn M. Kessenich, \u003c\/b\u003e staff software engineer at Google and creator of SPIR-V, has been active in OpenGL and GLSL Khronos standards' development since 1999. He is the primary editor of the SPIR-V and GLSL specifications, and creates shader compiler tools and translators to promote portability of those standards.  \u003cb\u003eGraham Sellers, \u003c\/b\u003e AMD Software Architect and Engineering Fellow, is a Khronos API lead and represents AMD at the OpenGL ARB. He has contributed to the core Vulkan and OpenGL specs and extensions, and holds several graphics and image processing patents.  \u003cb\u003eDave Shreiner\u003c\/b\u003e is a twenty-five year veteran of the computer graphics industry, where he's worked almost exclusively with programming interfaces like OpenGL. In addition to having written and taught instructional courses on using computer graphics APIs, he was also the lead author for almost ten years on several Addison-Wesley publications relating to computer graphics.\u003cbr\u003e","brand":"Addison-Wesley Professional","offers":[{"title":"Default Title","offer_id":50674646417682,"sku":"9780134495491","price":60.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0831\/4771\/8930\/files\/img_12d5452a-e373-4fc9-8df1-348ba17fd4df.jpg?v=1733864001","url":"https:\/\/surprise-castle.myshopify.com\/products\/opengl-programming-guide-the-official-guide-to-learning-opengl-version-4-5-with-spir-v","provider":"Surprise Castle","version":"1.0","type":"link"}