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OpenGL Programming for Windows 95 and Windows NT [Englisch] [Taschenbuch]

Ron Fosner
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Kurzbeschreibung

Januar 1997 OpenGL
The licensing of OpenGL to many leading computer companies, including Microsoft, has made it possible for graphics programmers to learn to write stunning 3D graphics programs using the industry graphics standard on the world's most popular operating system. And OpenGL Programming for Windows 95 and Windows NT is the key to the door of opportunity for those who see the tremendous potential for programmers who can produce high-quality 3D applications on these platforms. Using numerous examples, Microsoft's Visual C++ programming platform, the C++ programming language, and the Microsoft Foundation Classes, Fosner starts with a generic C application that can be compiled from any 32-bit C compiler and, step by step, covers the basics of creating an OpenGL program: *Selecting the appropriate pixel format *Arranging the device context and rendering contexts *Enhancing OpenGL programs to achieve maximum speed *Using display lists and texture maps *Finding OpenGL enhancements hidden in your video driver *Programming OpenGL's Modelview matrix to get the effects you want *Providing rapid animation under Windows -- without bogging down the user interface. Most important, you'll absorb this knowledge within the context of developing a Windows application that you can experiment with and actually use in your Windows programs. You will gain hands-on experience in designing, creating, programming, measuring, and optimizing a real OpenGL 3D animation program. 0201407094B04062001

Produktinformation

  • Taschenbuch: 284 Seiten
  • Verlag: Addison-Wesley Longman, Amsterdam; Auflage: Pap/Cdr (Januar 1997)
  • Sprache: Englisch
  • ISBN-10: 0201407094
  • ISBN-13: 978-0201407099
  • Größe und/oder Gewicht: 18,7 x 1,8 x 23 cm
  • Durchschnittliche Kundenbewertung: 2.7 von 5 Sternen  Alle Rezensionen anzeigen (12 Kundenrezensionen)
  • Amazon Bestseller-Rang: Nr. 2.420.509 in Englische Bücher (Siehe Top 100 in Englische Bücher)
  • Komplettes Inhaltsverzeichnis ansehen

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Produktbeschreibungen

Synopsis

The licensing of OpenGL to many leading computer companies, including Microsoft, has made it possible for graphics programmers to learn to write stunning 3D graphics programs using the industry graphics standard on the world's most popular operating system. And OpenGL Programming for Windows 95 and Windows NT is the key to the door of opportunity for those who see the tremendous potential for programmers who can produce high-quality 3D applications on these platforms. Using numerous examples, Microsoft's Visual C++ programming platform, the C++ programming language, and the Microsoft Foundation Classes, Fosner starts with a generic C application that can be compiled from any 32-bit C compiler and, step by step, covers the basics of creating an OpenGL program: *Selecting the appropriate pixel format *Arranging the device context and rendering contexts *Enhancing OpenGL programs to achieve maximum speed *Using display lists and texture maps *Finding OpenGL enhancements hidden in your video driver *Programming OpenGL's Modelview matrix to get the effects you want *Providing rapid animation under Windows -- without bogging down the user interface.

Most important, you'll absorb this knowledge within the context of developing a Windows application that you can experiment with and actually use in your Windows programs. You will gain hands-on experience in designing, creating, programming, measuring, and optimizing a real OpenGL 3D animation program. 0201407094B04062001

Buchrückseite

The licensing of OpenGL to many leading computer companies, including Microsoft, has made it possible for graphics programmers to learn to write stunning 3D graphics programs using the industry graphics standard on the world's most popular operating system. And OpenGL Programming for Windows 95 and Windows NT is the key to the door of opportunity for those who see the tremendous potential for programmers who can produce high-quality 3D applications on these platforms.

Using numerous examples, Microsoft's Visual C++ programming platform, the C++ programming language, and the Microsoft Foundation Classes, Fosner starts with a generic C application that can be compiled from any 32-bit C compiler and, step by step, covers the basics of creating an OpenGL program:

  • Selecting the appropriate pixel format

  • Arranging the device context and rendering contexts

  • Enhancing OpenGL programs to achieve maximum speed

  • Using display lists and texture maps

  • Finding OpenGL enhancements hidden in your video driver

  • Programming OpenGL's Modelview matrix to get the effects you want

  • Providing rapid animation under Windows -- without bogging down the user interface.

Most important, you'll absorb this knowledge within the context of developing a Windows application that you can experiment with and actually use in your Windows programs. You will gain hands-on experience in designing, creating, programming, measuring, and optimizing a real OpenGL 3D animation program.



0201407094B04062001


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Kundenrezensionen

Die hilfreichsten Kundenrezensionen
1.0 von 5 Sternen Convoluted. No real value above the standard red book. 11. Februar 2000
Von Ein Kunde
Format:Taschenbuch
I was hoping this book would help with a project I was working on. Unfortunately it was vague and had no real depth. In the end I bought Mark Kilgard's excellent book on X Windows and translated his excellent descriptions and code examples into the equivalent wgl functions. I also bought OpenGL Superbible which is better than this for wgl functions.
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2.0 von 5 Sternen Not a good idea to buy this book... 9. August 1999
Format:Taschenbuch
I am fairly new to programming, although I have a pretty good understanding of C++ and Windows programming with MFC (Thanks to "Programming Windows with MFC" by Jeff Prosise). The stuff in this book about windows and MFC won't teach you how to program with either - you'll need another book for that. I, being 16 years old, don't have much of a mathematical background, and the authors explanations did nothing more than confuse me. I seriously think they forgot to put in a couple of chapters... The other reviews are correct - the author is not very clear, and he I don't think he could explain why 1 + 1 = 2. If you want to learn how to program windows, or if you want to learn MFC, don't buy this book. If you can understand even the worst explanations, maybe you can get something from this book... All I got from it was the CD with some sample programs on it.
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3.0 von 5 Sternen Good to get a quick start in Win 95/98 and NT 14. April 1999
Von Ein Kunde
Format:Taschenbuch
The strength of this book is that it contains code (in CD) that you can use rihgt away to develop openGL program in Visual C++ environment. The weak part is that it does not teach you well--some topics are presented in very confusing ways. You would not learn much openGL from this book.
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1.0 von 5 Sternen A clunker 3. Februar 1999
Von Ein Kunde
Format:Taschenbuch
The "reader from Princeton, NJ" hit it on the head when he called this book "Horrifyingly Undercooked". DO NOT try to read the sections on understanding translations and rotations, the author is a klutz at explaining it - just use the "Red Book".

The only thing I got out of the book was to take one of the early simple sample programs to start a framework for building my Windows-based application(a flight simulator). The OpenGL SuperBible is much better, wish I would have known about it first.

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1.0 von 5 Sternen Horrifyingly undercooked. 18. November 1998
Von Ein Kunde
Format:Taschenbuch
Good topic. Very, very bad writing, simply unreadable at times. A lot of technical errors--some of which are ridiculous (like the divination about the Windows somehow requiring that windows procs be called "WinProc" (!)) I mean, if you don't know something, why not keep quiet about it? Why is it necessary to make a fool of yourself? And finally--the book isn't even proof-read--there are missing chunks right on the first page. It's a shame, because the topic is worthy--mainly due to the fact that the "Blue" and the "Red" books (which, unlike this one, are rather well done) are unix-based. Generally, OpenGL is platform-independent, but one part of it is OS-specific--the "glue" that maps the mathematics into the rendering operations. So, a book covering such for Windows platform would be rather useful. Even if the book is proof-read and improved otherwise, it's not sufficient by itself. In fact, you'd do well by starting with the "Blue" one, and then going on to Fosner's "works" for Windows-specific details. Hopefully they'll fix it in the second edition (not that I know anything about such work being in progress.) The way the book is now--it has to be ignored, plain and simple. Not a good work.
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3.0 von 5 Sternen Good but not satisfied 5. September 1998
Format:Taschenbuch
!!Good Things!! (1) Kind explains about relations between OpenGL and Windows 95/NT (2) A lot hints for optimization (3) examples with MFC -This book is only one now- !!Bad Things!! (1) Not sufficient example programs (2) Too kind but long explains - It was somewhat difficult that for non native english speaker to understand- (3) does not cover whole of OpenGL - But you can find breif comments-

!!My opinion!! It's good book. But I wish author write 2nd Edition more detail.

War diese Rezension für Sie hilfreich?
Von Ein Kunde
Format:Taschenbuch
This book has two main topics, programming OpenGL and programming OpenGL on Windows. It only covers a little about 3-D graphics programming in general, since that's too big a subject for any book that wants to cover anything else. The coverage of general OpenGL concepts is very clear, as is the discussion of Windows-specific OpenGL concepts.

It doesn't try to teach anything other than OpenGL about Windows programming, since there are thousands of other books on Windows programming in general. It uses MFC to cover up the annoying, off-topic details of Windows programming, without obscuring how the same work could be done without MFC.

The book is short (around 250 pages), and that's a good thing in this case. The author didn't clutter the book with lots of stuff that everyone who would buy it would already know. He didn't pad it with lots of cut-and-paste filler. It took me two days to read it and start programming worthwhile stuff in OpenGL on Windows.

All co! ntent. No Clutter. Thumbs up.

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Von Ein Kunde
Format:Taschenbuch
Whether you're just learning OpenGL as a hobby or for professional applications, this book offers an easy to read, clean introduction to the basics of preparing an OpenGL scene in the Windows 95 and NT environments. I would recommend it as a secondary resource to the 'OpenGL Programming Guide' (a.k.a. "The Red Book") also published by Addison Wesley which covers OpenGL in excellent detail but is thin when it comes to platform specific implementation issues. Those issues are introduced, addressed, and solved for quite effectively in this book.

As the author states in his introduction, if you are already a strong OGL programmer and need to learn it in the MSWindows environment or are a beginner trying to get your feet wet, this book is for you. If you're an expert at OpenGL, MFC, Win32, and general graphics programming, then stick to The Red Book and fill in the blanks as need be.

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