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怎么下载OpenGL?
ny1986
2012-07-20 10:49:50
最近需要用到OpenGL,找到一些网站进行下载,但下到的都是显卡驱动程序。请哪位大侠给一个下载链接,谢谢。
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怎么下载OpenGL?
最近需要用到OpenGL,找到一些网站进行下载,但下到的都是显卡驱动程序。请哪位大侠给一个下载链接,谢谢。
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ny1986
2012-07-24
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非常感谢各位的帮助,尤其感谢2楼的详细解答。
artzers
2012-07-21
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pudn下载网站那里有,不过要积分。
Dream_There
2012-07-21
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NeHe教程是不错的学习资料,可以下载学习一下的。
the_venus
2012-07-21
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OpenGL的实现本来就在显卡驱动程序之中,你要做OpenGL开发则要一些相应的头文件lib文件与dll文件,
如上所述。。。
whucv
2012-07-20
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1
看这篇博客,有详细介绍opengl库的使用。
http://blog.csdn.net/whucv/article/details/7768682
VC本省带有opengl库,其基本头文件,gl.h,glu.h,glaux.h在
C:\Program Files\Microsoft Visual Studio\VC98\Include\GL目录下
工程中需要使用opengl时,需链接opengl库文件。
运行VC, 选择菜单 Project->Settings->Link 在"Object/Library Modules"选项中的开始处(在 kernel32.lib 前)添加 opengl32.lib glu32.lib glaux.lib后单击OK按钮.
使用时只需在需要opengl的地方包含相应的头文件
超级管理员9527
2012-07-20
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http://www.opengl.org/
OpenGL
ES 3.0 Programming Guide, 2nd Edition
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, 2nd 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 surfaces Shaders: creating and attaching shader objects; compiling shaders; checking for compile errors; creating, linking, and querying program objects; and using source shaders and program binaries
OpenGL
ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniform blocks, I/O variables, precision qualifiers, and invariance Geometry, vertices, and primitives: inputting geometry into the pipeline, and assembling it into primitives 2D/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 mipmapping Fragment shaders: multitexturing, fog, alpha test, and user clip planes Fragment operations: scissor, stencil, and depth tests; multisampling, blending, and dithering Framebuffer objects: rendering to offscreen surfaces for advanced effects Advanced rendering: per-pixel lighting, environment mapping, particle systems, image post-processing, procedural textures, shadow mapping, terrain, and projective texturing Sync 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. Table of Contents Chapter 1. Introduction to
OpenGL
ES 3.0 Chapter 2. Hello Triangle: An
OpenGL
ES 3.0 Example Chapter 3. An Introduction to EGL Chapter 4. Shaders and Programs Chapter 5.
OpenGL
ES Shading Language Chapter 6. Vertex Attributes, Vertex Arrays, and Buffer Objects Chapter 7. Primitive Assembly and Rasterization Chapter 8. Vertex Shaders Chapter 9. Texturing Chapter 10. Fragment Shaders Chapter 11. Fragment Operations Chapter 12. Framebuffer Objects Chapter 13. Sync Objects and Fences Chapter 14. Advanced Programming with
OpenGL
ES 3.0 Chapter 15. State Queries Chapter 16.
OpenGL
ES Platforms Appendix A. GL_HALF_FLOAT Appendix B. Built-In Functions Appendix C. ES Framework API Book Details Title:
OpenGL
ES 3.0 Programming Guide, 2nd Edition Author: Aaftab Munshi, Budirijanto Purnomo, Dan Ginsburg, Dave Shreiner Length: 560 pages Edition: 2 Language: English Publisher: Addison-Wesley Professional Publication Date: 2014-03-10 ISBN-10: 0321933885 ISBN-13: 9780321933881
OpenGL
超级宝典(中文第五版带目录清晰扫描版).pdf
计算机图形学
OpenGL
入门书籍《
OpenGL
超级宝典(中文第五版带目录清晰扫描版).pdf》.蓝宝书最新第五版,完全着色器实现管线,手动加入的详细书签!
opengl
es 2.0 API
opengl
es 2.0 API 网上没提供
下载
...俺提供!
opengl
es 2.0全面抛弃了 固定渲染管线.只能说shader的时代越来越近了..先下手为强 哈哈.反正nehe已经老黄历了.shader当道.感觉图形学门槛高了一大截.无论怎么说对很多
opengl
半瓶子来说是个坏消息吧,白学那么多API了,对算法至上的人类来说,算是个好消息吧.至少在嵌入式
opengl
上面是个巨大的变化了.es 2.0书还是有的,俺都看过了.感觉函数一下子干净了好多.非常完美的图形API.
opengl
各类库
opengl
各类库,其中有GL.H glaux.dll GLAUX.H glut32.dll GLU32.LIB glut32.lib
opengl
32.dll
OPENGL
32.LIB等等
OpenGL
编程指南第八版源代码【第一部分】
完整的
OpenGL
编程指南第八版源代码,
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