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OpenGL Extensions Guide

OpenGL Extensions Guide OpenGL is the premier environment for developing 2D and 3D graphics and game applications. The interface has been the choice of game programmers, mainly because of its cross-platform operability, but also because it is constantly evolving to keep pace with hardware advances in the form of extensions. Until now, the game industry was lacking one single, concise reference to help make sense of the dozens of extensions available. The OpenGL Extensions Guide provides this much needed resource and concentrates specifically on the extensions most important to developing modern 3D games. The book is laid out in an intuitive fashion, discussing groups of extensions that modify or augment similar components of the base OpenGL architecture. In addition, the text focuses mainly on operational and implementation issues, discussing the underlying mathematics of an extension only when it is critical to understanding that extension's functionality.Chapter 1 Introduction to OpenGL Extensions: How Extensions Work; Detecting Availability of Specific Extensions; Mechanisms for Using Extensions on Different Platforms Chapter 2 Blending: GL_EXT_blend_color; GL_EXT_blend_minmax; GL_EXT_blend_subtract; GL_EXT_blend_func_separate; GL_NV_blend_square Chapter 3 Texture Environment: GL_ARB_multitexture; GL_ARB_texture_env_add; GL_ARB_texture_env_combine; GL_ARB_texture_env_crossbar; GL_ARB_texture_env_dot3; GL_NV_texture_env_combine4 Chapter 4 Texture Mapping: GL_ARB_texture_cube_map; GL_EXT_texture3D; GL_NV_texture_rectangle; GL_EXT_texture_edge_clamp; GL_ARB_texture_border_clamp; GL_ARB_texture_mirrored_repeat; GL_ATI_texture_mirror_once; GL_EXT_texture_filter_anisotropic; GL_EXT_texture_lod_bias; GL_SGIS_texture_lod; GL_SGIS_generate_mipmap; GL_NV_texture_expand_normal Chapter 5 Texture Compression: GL_ARB_texture_compression; GL_EXT_texture_compression_s3tc; GL_NV_texture_compression_vtc Chapter 6 Fragment Shading: GL_NV_register_combiners; GL_NV_register_combiners2; GL_NV_texture_shader; GL_NV_texture_shader2; GL_NV_texture_shader3; GL_ATI_fragment_shader Chapter 7 Ver-tex Blending: GL_EXT_vertex_weighting; GL_ARB_vertex_blend; GL_ATI_vertex_streams Chapter 8 Indexed Primitives: GL_EXT_draw_range_elements; GL_EXT_multi_draw_arrays; Chapter 9 Vertex Data Transfer: GL_EXT_compiled_vertex_array; GL_NV_vertex_array_range; GL_NV_vertex_array_range2; GL_NV_fence; GL_ATI_vertex_array_object; GL_ATI_element_array Chapter 10 Curved Surfaces: GL_NV_evaluators; GL_ATI_pn_triangles Chapter 11 Lighting: GL_EXT_secondary_color; GL_EXT_separate_specular_color; GL_EXT_rescale_normal; GL_NV_light_max_exponent Chapter 12 Fog: GL_EXT_fog_coord; GL_NV_fog_distance Chapter 13 Stencil Operations: GL_EXT_stencil_wrap; GL_EXT_stencil_two_side Chapter 14 Shadow Mapping: GL_ARB_depth_texture; GL_ARB_shadow; GL_ARB_shadow_ambient; GL_EXT_shadow_funcs Chapter 15 Occlusion Culling: GL_HP_occlusion_test; GL_NV_occlusion_query Chapter 16 Point Rendering: GL_ARB_point_parameters; GL_NV_point_sprite Chapter 17 Pixel Formats: GL_EXT_abgr; GL_EXT_bgra; GL_EXT_packed_pixels; GL_NV_packed_depth_stencil; GL_NV_copy_depth_to_color Chapter 18 Rendering Contexts: WGL_ARB_pbuffer; WGL_ARB_pixel_format; WGL_ARB_render_texture; WGL_NV_render_depth_texture; WGL_NV_render_texture_rectangle; GL_NV_float_buffer Chapter 19 Multisampling: GL_ARB_multisample; GL_NV_multisample_filter_hint Chapter 20 Miscellaneous: GL_ARB_transpose_matrix; GL_NV_depth_clamp; GL_NV_half_float; WGL_EXT_swap_control Chapter 21 Vertex Programming: GL_ARB_vertex_program; GL_NV_vertex_program; GL_NV_vertex_program1_1; GL_NV_vertex_program2 Chapter 22 Fragment Programming: GL_ARB_fragment_program; GL__NV_fragment_program; GL_ATI_text_fragment_shader 1584502940

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