Produkt zum Begriff Opengl:
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OpenGL Shading Language
OpenGL® Shading Language, Third Edition, extensively updated for OpenGL 3.1, is the experienced application programmer’s guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by using the capabilities of both the visual processing unit and the central processing unit. In this book, you will find a detailed introduction to the OpenGL Shading Language (GLSL) and the new OpenGL function calls that support it. The text begins by describing the syntax and semantics of this high-level programming language. Once this foundation has been established, the book explores the creation and manipulation of shaders using new OpenGL function calls. OpenGL® Shading Language, Third Edition, includes updated descriptions for the language and all the GLSL entry points added though OpenGL 3.1, as well as updated chapters that discuss transformations, lighting, shadows, and surface characteristics. The third edition also features shaders that have been updated to OpenGL Shading Language Version 1.40 and their underlying algorithms, including Traditional OpenGL fixed functionality Stored textures and procedural textures Image-based lighting Lighting with spherical harmonics Ambient occlusion and shadow mapping Volume shadows using deferred lighting Ward’s BRDF model The color plate section illustrates the power and sophistication of the OpenGL Shading Language. The API Function Reference at the end of the book is an excellent guide to the API entry points that support the OpenGL Shading Language.
Preis: 29.95 € | Versand*: 0 € -
OpenGL Distilled
OpenGL opens the door to the world of high-quality, high-performance 3D computer graphics. The preferred application programming interface for developing 3D applications, OpenGL is widely used in video game development, visualization and simulation, CAD, virtual reality, modeling, and computer-generated animation. OpenGL® Distilled provides the fundamental information you need to start programming 3D graphics, from setting up an OpenGL 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're looking for. You'll quickly learn the essential and most-often-used features of OpenGL 2.0, along with the best coding practices and troubleshooting tips.Topics includeDrawing and rendering geometric data such as points, lines, and polygons Controlling color and lighting to create elegant graphics Creating and orienting views Increasing image realism with texture mapping and shadows Improving rendering performance Preserving graphics integrity across platformsA companion Web site includes complete source code examples, color versions of special effects described in the book, and additional resources.
Preis: 20.32 € | Versand*: 0 € -
OpenGL ES 3.0 Programming Guide
OpenGL® ES™ is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. The newest version, OpenGL ES 3.0, makes it possible to create stunning visuals for new games and apps, without compromising device performance or battery life. In the OpenGL® ES™ 3.0 Programming Guide, Second Edition, the authors cover the entire API and Shading Language. They carefully introduce OpenGL ES 3.0 features such as shadow mapping, instancing, multiple render targets, uniform buffer objects, texture compression, program binaries, and transform feedback. Through detailed, downloadable C-based code examples, you’ll learn how to set up and program every aspect of the graphics pipeline. Step by step, you’ll move from introductory techniques all the way to advanced per-pixel lighting and particle systems. Throughout, you’ll find cutting-edge tips for optimizing performance, maximizing efficiency with both the API and hardware, and fully leveraging OpenGL ES 3.0 in a wide spectrum of applications. All code has been built and tested on iOS 7, Android 4.3, Windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors demonstrate how to build OpenGL ES code for each platform. Coverage includes EGL API: communicating with the native windowing system, choosing configurations, and creating rendering contexts and surfacesShaders: creating and attaching shader objects; compiling shaders; checking for compile errors; creating, linking, and querying program objects; and using source shaders and program binariesOpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniform blocks, I/O variables, precision qualifiers, and invarianceGeometry, vertices, and primitives: inputting geometry into the pipeline, and assembling it into primitives2D/3D, Cubemap, Array texturing: creation, loading, and rendering; texture wrap modes, filtering, and formats; compressed textures, sampler objects, immutable textures, pixel unpack buffer objects, and mipmappingFragment shaders: multitexturing, fog, alpha test, and user clip planesFragment operations: scissor, stencil, and depth tests; multisampling, blending, and ditheringFramebuffer objects: rendering to offscreen surfaces for advanced effectsAdvanced rendering: per-pixel lighting, environment mapping, particle systems, image post-processing, procedural textures, shadow mapping, terrain, and projective texturingSync objects and fences: synchronizing within host application and GPU execution This edition of the book includes a color insert of the OpenGL ES 3.0 API and OpenGL ES Shading Language 3.0 Reference Cards created by Khronos. The reference cards contain a complete list of all of the functions in OpenGL ES 3.0 along with all of the types, operators, qualifiers, built-ins, and functions in the OpenGL ES Shading Language.
Preis: 22.46 € | Versand*: 0 € -
OpenGL ES 2.0 Programming Guide
This is the eBook version of the printed book. If the print book includes a CD-ROM, this content is not included within the eBook version.OpenGL ES 2.0 is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. With OpenGL ES 2.0, the full programmability of shaders is now available on small and portable devices—including cell phones, PDAs, consoles, appliances, and vehicles. However, OpenGL ES differs significantly from OpenGL. Graphics programmers and mobile developers have had very little information about it—until now. In the OpenGL® ES 2.0 Programming Guide, three leading authorities on the Open GL ES 2.0 interface—including the specification’s editor—provide start-to-finish guidance for maximizing the interface’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’ll move from introductory techniques all the way to advanced per-pixel lighting, particle systems, and performance optimization. Coverage includes:Shaders in depth: creating shader objects, compiling shaders, checking for compile errors, attaching shader objects to program objects, and linking final program objectsThe OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniforms, varyings, precision qualifiers, and invarianceInputting geometry into the graphics pipeline, and assembling geometry into primitivesVertex shaders, their special variables, and their use in per-vertex lighting, skinning, and other applicationsUsing fragment shaders—including examples of multitexturing, fog, alpha test, and user clip planesFragment operations: scissor test, stencil test, depth test, multisampling, blending, and ditheringAdvanced rendering: per-pixel lighting with normal maps, environment mapping, particle systems, image post-processing, and projective texturingReal-world programming challenges: platform diversity, C++ portability, OpenKODE, and platform-specific shader binaries
Preis: 36.37 € | Versand*: 0 €
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Kann man OpenGL 2.0 herunterladen?
OpenGL 2.0 ist eine Grafikbibliothek und Teil des Betriebssystems. Es kann nicht separat heruntergeladen werden. Stattdessen wird es mit dem Betriebssystem oder mit Grafiktreibern installiert. Um sicherzustellen, dass OpenGL 2.0 auf Ihrem System verfügbar ist, sollten Sie sicherstellen, dass Ihre Grafiktreiber auf dem neuesten Stand sind.
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Was ist der Fehler 14 im NVIDIA OpenGL-Treiber?
Der Fehler 14 im NVIDIA OpenGL-Treiber deutet auf eine fehlgeschlagene OpenGL-Operation hin. Dies kann verschiedene Ursachen haben, wie zum Beispiel eine ungültige Eingabe oder eine Inkompatibilität zwischen der Hardware und dem Treiber. Um das Problem zu beheben, können Sie versuchen, den Treiber zu aktualisieren oder die Einstellungen der OpenGL-Anwendung anzupassen.
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Wie kann man die Navigation einer Webseite verbessern, um die Benutzerfreundlichkeit zu erhöhen?
Man sollte eine klare und intuitive Menüstruktur verwenden, um es den Benutzern leicht zu machen, sich auf der Webseite zurechtzufinden. Außerdem können Suchfunktionen und Breadcrumbs eingesetzt werden, um die Navigation zu erleichtern. Zuletzt ist es wichtig, regelmäßig das Nutzerverhalten zu analysieren und auf Feedback der Benutzer einzugehen, um die Navigation kontinuierlich zu optimieren.
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Kann ich OpenGL für die Intel 4 Series Express Chipset Family Grafikkarte verwenden?
Ja, du kannst OpenGL für die Intel 4 Series Express Chipset Family Grafikkarte verwenden. Diese Grafikkarte unterstützt OpenGL bis zur Version 2.1. Du musst jedoch sicherstellen, dass du die neuesten Treiber für deine Grafikkarte installiert hast, um die bestmögliche OpenGL-Unterstützung zu erhalten.
Ähnliche Suchbegriffe für Opengl:
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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V
Complete Coverage of OpenGL® 4.5—the Latest Version (Includes 4.5, 4.4, SPIR-V, and Extensions) 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. OpenGL® Programming Guide, Ninth Edition, 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 Thorough coverage of OpenGL 4.5 Direct State Access (DSA), which overhauls the OpenGL programming model and how applications access objectsDeeper discussions and more examples of shader functionality and GPU processing, reflecting industry trends to move functionality onto graphics processorsDemonstrations and examples of key features based on community feedback and suggestionsUpdated appendixes covering the latest OpenGL libraries, related APIs, functions, variables, formats, and debugging and profiling techniques
Preis: 36.37 € | Versand*: 0 € -
OpenGL Superbible: Comprehensive Tutorial and Reference
OpenGL® SuperBible, Seventh Edition, is the definitive programmer’s guide, tutorial, and reference for OpenGL 4.5, the world’s leading 3D API for real-time computer graphics. The best introduction for any developer, it clearly explains OpenGL’s newest APIs; key extensions; shaders; and essential, related concepts. You’ll find up-to-date, hands-on guidance for all facets of modern OpenGL development—both desktop and mobile. The authors explain what OpenGL does, how it connects to the graphics pipeline, and how it manages huge datasets to deliver compelling experiences. Step by step, they present increasingly sophisticated techniques, illuminating key concepts with worked examples. They introduce OpenGL on several popular platforms, and offer up-to-date best practices and performance advice. This revised and updated edition introduces many new OpenGL 4.5 features, including important ARB and KHR extensions that are now part of the standard. It thoroughly covers the latest Approaching Zero Driver Overhead (AZDO) performance features, and demonstrates key enhancements with new example applications. Coverage includes A practical introduction to real-time 3D graphics, including foundational math Core techniques for rendering, transformations, and texturing Shaders and the OpenGL Shading Language (GLSL) in depth Vertex processing, drawing commands, primitives, fragments, and framebuffers Compute shaders: harnessing graphics cards for more than graphics Pipeline monitoring and control Managing, loading, and arbitrating access to data Building larger applications and deploying them across platforms Advanced rendering: light simulation, artistic and non-photorealistic effects, and more Reducing CPU overhead and analyzing GPU behavior Supercharging performance with persistent maps, bindless textures, and fine-grained synchronization Preventing and debugging errors New applications: texture compression, text drawing, font rendering with distance fields, high-quality texture filtering, and OpenMP Bonus material and sample code are available at openglsuperbible.com.
Preis: 27.81 € | Versand*: 0 € -
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Preis: 126 € | Versand*: 0.00 € -
OpenGL Shading Language
OpenGL® Shading Language, Third Edition, extensively updated for OpenGL 3.1, is the experienced application programmer’s guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by using the capabilities of both the visual processing unit and the central processing unit. In this book, you will find a detailed introduction to the OpenGL Shading Language (GLSL) and the new OpenGL function calls that support it. The text begins by describing the syntax and semantics of this high-level programming language. Once this foundation has been established, the book explores the creation and manipulation of shaders using new OpenGL function calls. OpenGL® Shading Language, Third Edition, includes updated descriptions for the language and all the GLSL entry points added though OpenGL 3.1, as well as updated chapters that discuss transformations, lighting, shadows, and surface characteristics. The third edition also features shaders that have been updated to OpenGL Shading Language Version 1.40 and their underlying algorithms, including Traditional OpenGL fixed functionality Stored textures and procedural textures Image-based lighting Lighting with spherical harmonics Ambient occlusion and shadow mapping Volume shadows using deferred lighting Ward’s BRDF model The color plate section illustrates the power and sophistication of the OpenGL Shading Language. The API Function Reference at the end of the book is an excellent guide to the API entry points that support the OpenGL Shading Language.
Preis: 43.86 € | Versand*: 0 €
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Wie kann man eine Webseite effektiv verwalten, um die Benutzerfreundlichkeit zu verbessern und die Aktualität der Inhalte sicherzustellen?
1. Regelmäßige Überprüfung der Inhalte und Aktualisierung von veralteten Informationen. 2. Ein übersichtliches Layout und eine klare Navigation für eine benutzerfreundliche Erfahrung. 3. Einbindung von Feedback-Möglichkeiten für Nutzer, um Verbesserungsvorschläge zu erhalten.
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Wie kann man eine Webseite so organisieren, dass die Benutzerfreundlichkeit und die Navigation verbessert werden?
1. Durch eine klare und intuitive Menüstruktur können Benutzer schnell die gewünschten Informationen finden. 2. Die Verwendung von Suchfunktionen und Filtern erleichtert die Navigation auf der Webseite. 3. Regelmäßiges Testen und Optimieren der Webseite basierend auf dem Feedback der Benutzer kann die Benutzerfreundlichkeit weiter verbessern.
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Wie kann die Benutzerfreundlichkeit einer Webseite verbessert werden, um eine reibungslose Navigation und eine positive Nutzererfahrung zu gewährleisten?
Die Benutzerfreundlichkeit einer Webseite kann verbessert werden, indem man eine klare und intuitive Navigation erstellt, die es den Nutzern ermöglicht, schnell und einfach zu den gewünschten Informationen zu gelangen. Zudem sollte man sicherstellen, dass die Webseite schnell lädt und gut auf verschiedenen Geräten und Bildschirmgrößen funktioniert. Schließlich ist es wichtig, regelmäßiges Feedback von den Nutzern einzuholen und ihre Bedürfnisse und Anregungen zu berücksichtigen, um die Nutzererfahrung kontinuierlich zu optimieren.
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Stimmt es, dass es zu FPS-Einbrüchen kommt, wenn ich in der GPU Vulkan und OpenGL aktiviert habe?
Es ist möglich, dass es zu FPS-Einbrüchen kommen kann, wenn sowohl Vulkan als auch OpenGL auf der GPU aktiviert sind. Dies liegt daran, dass beide APIs unterschiedliche Ressourcen und Funktionen nutzen, was zu Konflikten führen kann. Es wird empfohlen, nur eine API zu verwenden, um mögliche Probleme zu vermeiden.
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