OpenGL game programming / Kevin Hawkins and Dave Astle ; [foreword by Mark J. Kilgard]
By: Hawkins, Kevin.
Contributor(s): Astle, Dave [(j.a.)] | Kilgard, Mark J.
Series: Prima Tech's game development series / series editor Andre LaMothe. Publisher: Roseville, Calif. : Prima Tech, c2001Description: xxxiv, 777 p. : ill. ; 24 cm. + 2 electronic optical discs (CD-ROM) (4 3/4 in.).ISBN: 0761533303.Subject(s): OpenGL | Computer games -- ProgrammingDDC classification: 006.693Item type | Current location | Call number | Vol info | Copy number | Status | Notes | Date due | Barcode | Remark |
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Accompanying Material (Media Resource) | TU External Storage-LCS | 006.693 HAW (Browse shelf) | CD-ROM | 1 | Available | SOCIT,15008,03,GR | 1000116672 | Please fill up online form at https://taylorslibrary.taylors.edu.my/services/external_storage1 | |
Accompanying Material (Media Resource) | Taylor's Library-TU | 006.693 HAW (Browse shelf) | CD-ROM. REPLACEMENT CD | 1 | Available | SOCIT,15008,03,GR | 1000116673 |
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006.693 HAR 2012 Mastering Autodesk 3ds Max 2013 / | 006.693 HAR 2012 Mastering Autodesk 3ds Max 2013 / | 006.693 HAW OpenGL game programming / | 006.693 HAW OpenGL game programming / | 006.693 JOH 2014 Getting started in ZBrush : | 006.693 JOH 2014 Getting started in ZBrush : | 006.693 KEL 2013 Maya visual effects : |
Introduction. - Pt. I. Introduction to OpenGL and DirectX. Ch. 1. The Exploration Begins: OpenGL and DirectX. Ch. 2. Using Windows with OpenGL. Ch. 3. An Overview of 3D Graphic Theory. - Pt. II. Using OpenGL. Ch. 4. OpenGL States and Primitives. Ch. 5. Coordinate Transformations and OpenGL Matrices. Ch. 6. Adding Colors, Blending, and Lighting. Ch. 7. Bitmaps and Images with OpenGL. Ch. 8. Texture mapping. Ch. 9. Advanced Texture Mapping. Ch. 10. Display Lists and Vertex Arrays. Ch. 11. Displaying Text. Ch. 12. OpenGL Buffers. Ch. 13. OpenGL Quadrics. Ch. 14. Curves and Surfaces. Ch. 15. Special Effects. - Pt. III. Building a Game. Ch. 16. Using DirectX: DirectInput. Ch. 17. Using DirectX Audio. Ch. 18. Working with 3D Models. Ch. 19. Physics Modeling with OpenGL. Ch. 20. Building a Game Engine. Ch. 21. Making a Game: A Time to Kill. - Pt. IV. Appendixes. A. Online Resources. Appendix B. Using the CD. Index.