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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: 006.693
Contents:
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.
Item type Current location Call number Vol info Copy number Status Notes Date due Barcode Remark
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

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.