TY - BOOK AU - Hawkins,Kevin AU - Astle,Dave AU - Kilgard,Mark J. TI - OpenGL game programming SN - 0761533303 U1 - 006.693 PY - 2001/// CY - Roseville, Calif. PB - Prima Tech KW - OpenGL KW - Computer games KW - Programming N1 - 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 ER -