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OpenGL Shading Language [Englisch] [Taschenbuch]

Randi J. Rost , Bill Licea-Kane , Dan Ginsburg , John M. Kessenich , Barthold Lichtenbelt , Hugh Malan , Mike Weiblen
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Produktinformation

  • Taschenbuch: 792 Seiten
  • Verlag: Addison-Wesley Longman, Amsterdam; Auflage: 3rd revised edition. (20. Juli 2009)
  • Sprache: Englisch
  • ISBN-10: 0321637631
  • ISBN-13: 978-0321637635
  • Größe und/oder Gewicht: 22,9 x 17,5 x 4,3 cm
  • Durchschnittliche Kundenbewertung: 5.0 von 5 Sternen  Alle Rezensionen anzeigen (2 Kundenrezensionen)
  • Amazon Bestseller-Rang: Nr. 49.354 in Englische Bücher (Siehe Top 100 in Englische Bücher)
  • Komplettes Inhaltsverzeichnis ansehen

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Produktbeschreibungen

Pressestimmen

"As the 'Red Book' is known to be the gold standard for OpenGL, the 'Orange Book' is considered to be the gold standard for the OpenGL Shading Language. With Randi's extensive knowledge of OpenGL and GLSL, you can be assured you will be learning from a graphics industry veteran. Within the pages of the second edition you can find topics from beginning shader development to advanced topics such as the spherical harmonic lighting model and more." --David Tommeraasen, CEO/Programmer, Plasma Software "This will be the definitive guide for OpenGL shaders; no other book goes into this detail. Rost has done an excellent job at setting the stage for shader development, what the purpose is, how to do it, and how it all fits together. The book includes great examples and details, as well as good additional coverage of 2.0 changes!" --Jeffery Galinovsky, Director of Emerging Market, Platform Development, Intel Corporation "The coverage in this new edition of the book is pitched just right to help many new shader-writers get started, but with enough deep information for the 'old hands.'" --Marc Olano, Assistant Professor, University of Maryland "This is a really great book on GLSL--well written and organized, very accessible, and with good real-world examples and sample code. The topics flow naturally and easily, explanatory code fragments are inserted in very logical places to illustrate concepts, and, all in all, this book makes an excellent tutorial as well as a reference." --John Carey, Chief Technology Officer, C.O.R.E. Feature Animation "OpenGL(R) Shading Language provides a timely, thorough, and entertaining introduction to the only OpenGL ARB-approved high-level shading language in existence. Whether an expert or a novice, there are gems to be discovered throughout the book, and the reference pages will be your constant companion as you dig into the depths of the shading APIs. From algorithms to APIs, this book has you covered." --Bob Kuehne, CEO, Blue Newt Software "Computer graphics and rendering technologies just took a giant leap forward with hardware vendors rapidly adopting the new OpenGL Shading Language. This book presents a detailed treatment of these exciting technologies in a way that is extremely helpful for visualization and game developers." --Andy McGovern, Founder, Virtual Geographics, Inc. "The OpenGL Shading Language is at the epicenter of the programmable graphics revolution, and Randi Rost has been at the center of the development of this significant new industry standard. If you need the inside track on how to use the OpenGL Shading Language to unleash new visual effects and unlock the supercomputer hiding inside the new generation of graphics hardware, then this is the book for you." --Neil Trevett, Senior Vice President, Market Development, 3Dlabs

Kurzbeschreibung

OpenGL(R) Shading Language, Third Edition, extensively updated for OpenGL 3.1, is the experienced application programmer's guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by using the capabilities of both the visual processing unit and the central processing unit. In this book, you will find a detailed introduction to the OpenGL Shading Language (GLSL) and the new OpenGL function calls that support it. The text begins by describing the syntax and semantics of this high-level programming language. Once this foundation has been established, the book explores the creation and manipulation of shaders using new OpenGL function calls. OpenGL(R) Shading Language, Third Edition, includes updated descriptions for the language and all the GLSL entry points added though OpenGL 3.1 , as well as updated chapters that discuss transformations, lighting, shadows, and surface characteristics. The third edition also features shaders that have been updated to OpenGL Shading Language Version 1.40 and their underlying algorithms, including * Traditional OpenGL fixed functionality * Stored textures and procedural textures * Image-based lighting * Lighting with spherical harmonics * Ambient occlusion and shadow mapping * Volume shadows using deferred lighting * Ward's BRDF model The color plate section illustrates the power and sophistication of the OpenGL Shading Language. The API Function Reference at the end of the book is an excellent guide to the API entry points that support the OpenGL Shading Language.

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27 von 27 Kunden fanden die folgende Rezension hilfreich
Format:Taschenbuch
Nachdem das Buch zwei Monate auf meinem Tisch gelegen ist, habe ich es mir letztens einmal angesehen und war angenehm ueberrascht: Das Buch enthaelt mehr als man von einem Shader-Gegenstueck zum Red Book (*) erwartet haette.

Man sollte allerdings schon ein wenig OpenGL programmiert haben und ein wenig Lineare Algebra beherschen, um hier alles schnell verstehen zu koennen, da ja manche der internen OpenGL-Funktionen jetzt implementiert werden muessen (weil sie deaktiviert sind).

Manchmal ist das Ganze ein wenig allgemein gehalten, und der Language Overview in den ersten Kapiteln war ein wenig trocken und buerokratisch. Dort waeren ein paar fruehe Beispiele sicher gut angebracht.

Die Staerken des Buches zeigen sich dann ab Kapitel 6, wo es richtig zur Sache geht: dort wird ein Brick Shader implementiert. Kapitel 8 gibt Tips zum Debuggen von Shaders (sehr wichtig, da diese Moeglichkeiten noch aeusserst begrenzt sind). Kap. 9 erklaert, wie man die OpenGL Fixed State Pipeline in Shaders implementieren kann (z.B. wenn man das erste Mal Beleuchtung implementieren will).

Richtig Spass machten dann Kap. 11 und vorwaerts, weil man dann vom "Pflichtprogramm" wegkommt und die richtige Flexibilitaet programmierbarer Graphikhardware schaetzen lernen kann. Das geht dann von Bump Mapping ueber Prozeduralshaders und Mandelbrotmengen bis zur Bildverarbeitung auf der GPU.

Fuer Benutzer anderer GPU-Sprachen empfehle ich auch gleich einen Blick in Kapitel 17, dass die Unterschiede von GLSL zu HLSL und Cg zusammenfasst.

Ich empfehle als Komplement Sourcecode vom Netz, der vollstaendige C + GLSL-Applikationen in Linux/Windows bereitstellt, um einen Ausgangspunkt zu haben.

Fazit: Wer OpenGL professionell programmiert: KAUFEN :-)

(*) The Red Book: OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 1.4

War diese Rezension für Sie hilfreich?
3 von 3 Kunden fanden die folgende Rezension hilfreich
Von Duenisch
Format:Taschenbuch
Dieses Buch ist ein absolutes Muß, wenn man sich wirklich in die Materie der OpenGL Shader einarbeiten will.

Es beschreibt in sehr verständlicher Weise Grundlagen und Funktionsweise.
Besonders gelungen finde ich die Beispiele, welche vom Thema her sehr treffend gewählt wurden.

Da wären:
- ein simpler Shader als Vorgeschmack,
- statischer Texture Shader
- procedualer Texture Shader
- Beleuchtung
- Shadows
- Noise
- Animation
- fürs Antialiasing ein procedualer Shader
- Shader fürs Imaging
.... um nur einige zu nennen. Es werden immer die entsprechenden
Vertex / Fragment- Shader beschrieben.

Allerdings ist ein gewisses Vorstellungsvermögen des Lesers Vorraussetzung.

Ein Vergleich zwischen verschiedenen Shader Sprachen kann nützlich sein.

Abschließend ist noch eine umfassende Referenz und einliegende Quick-Referenz zu erwähnen.

Das Buch hat fast 800 Seiten und hat meine Erwartungen weit übertroffen.
Super !
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Amazon.com:  16 Rezensionen
70 von 73 Kunden fanden die folgende Rezension hilfreich
The Future of OpenGL Programming 26. Februar 2004
Von Paul Martz - Veröffentlicht auf Amazon.com
Format:Taschenbuch
In the 1970s, vector-based graphics gave way to raster graphics, and several raster algorithms demonstrated the new technology's ability to produce breathtaking images. Unfortunately, accelerating these algorithms in hardware proved difficult and costly.

Recently, programmable graphics hardware capable of rendering such algorithms in realtime has become inexpensive and widely available. The result-a small handful of proprietary shading languages created and proposed as standards for this new industry.

OpenGL Shading Language by Randi Rost (Addison-Wesley, 458 pages) describes the OpenGL Shading Language, the first shading language designed as a cross-platform open standard by a group of graphics hardware and software vendors.

The author is a veteran of the computer graphics industry. Rost started programming graphics on an Apple II in the late 1970s. He was working on programmable graphics hardware as early as 1983, when programmable graphics hardware meant little more than a framebuffer with a microcode interface.

Graphics hardware has advanced dramatically since then and continues to advance rapidly today. Most modern 3D hardware supports some type of programmable interface, and should support the Architectural Review Board (ARB)-approved OpenGL Shading Language in the near future. "We think the hardware designs are moving quite rapidly," said Rost. "It should only be a generation or two before all OpenGL hardware vendors fully support the OpenGL Shading Language."

The first chapter is a whirlwind overview of OpenGL. You might be tempted to skip this chapter. But before you do, consider that the author is one of only a few who have contributed to every major revision of OpenGL-who better to learn from? If you're a beginner or intermediate OpenGL programmer, you'll certainly learn something in this brief review.

Chapters 2 through 7 introduce the reader to the OpenGL Shading Language, covering topics such as language semantics, built-in functions, and OpenGL entry points for specifying shaders.

Chapter 8 discusses shader development and performance issues. As you might expect from a book on a shading language, much of the performance discussion concerns shaving cycles from vertex- and pixel-shaders. The information is practical and not obvious even to intermediate programmers, such as using min() or max() instead of clamp() when you know the variable will only exceed one end of a range. However, I found little discussion on how a developer might determine which stage of the rendering pipeline is the performance bottleneck. Since this subject is considered black magic by many young and enthusiastic graphics developers, Rost could have added value to his book with a short section on this subject.

In programming, a few lines of code are worth a thousand words. Rost demonstrates this principle in chapter 9 where he provides shader listings for implementing core OpenGL functionality. The OpenGL Specification is the ultimate definition of OpenGL internal functionality, but the spec is mostly text and formulas, with only a few code listings. A programmer can quickly learn what OpenGL is doing under the hood by reading through the listings in chapter 9. These well-written, concise, and efficient examples of shader code are both illuminating and instructive.

Chapters 10 through 16 provide the computer graphics developer with real-time working OpenGL Shading Language source code for implementing several major computer graphics algorithms and techniques from the past 25 years. Topic areas include lighting, Phong shading, texture mapping, bump mapping, multi-texturing, procedural texture mapping, lattice shaders, noise, turbulence, shadows, animation, particle systems, antialiasing, hatching and other non-photorealistic techniques, vertex and image blending, image convolution, and many more.

These examples demonstrate the range of OpenGL Shading Language applications, and give developers a basis for writing new shaders. Rost's explanations of the algorithms are easy to read and comprehend, and demonstrate the depth and breadth of knowledge he has accumulated during his 25-year career in graphics.

"Designing and implementing programmable graphics hardware and a compiler for the OpenGL Shading Language required a lot of hard work by everyone involved," said Rost. "But with those pieces in place, it turned out to be remarkably easy to write shaders for a variety of interesting shading tasks. When we got these shaders working for the first time, it was a jaw-dropping experience."

Conspicuously missing is any mention of global illumination algorithms such as ray tracing and radiosity. Such scene-based algorithms present obvious challenges to vertex- and pixel-based shading languages. Rost confessed they have a rough ray-tracing demo that was not ready for publication when this book went to press. He expressed optimism about the OpenGL Shading Language's ability to accelerate programs of this type. "In future revisions of hardware, we'll be able to implement more interesting algorithms [than currently appear in this book]."

While reading OpenGL Shading Language, I often found myself noting similarities and differences between the OpenGL Shading Language and interfaces to other programmable graphics hardware I've used. The book's final chapter covers this topic by comparing and contrasting the OpenGL Shading Language to current commercial shading languages, such as RenderMan, ISL, HLSL, and Cg.

Two appendices serve as useful reference material. Appendix A covers OpenGL Shading Language grammar, and Appendix B documents OpenGL entry points for creating and managing shaders. The book also contains an index, a glossary, an extensive bibliography, and several diagrams and color images.

In general, the computer industry often provides two solutions, one proprietary and the other an open standard. As the only open standard shading language available that is designed for modern graphics hardware, the OpenGL Shading Language is certain to be around for several years to come. OpenGL Shading Language stands on its own as both a programming guide and reference manual for this significant new industry standard.

However, this book goes further by providing real-time examples of classic computer graphics techniques. OpenGL Shading Language is a must-have algorithm book that should be on every computer graphics developer's bookshelf.

15 von 18 Kunden fanden die folgende Rezension hilfreich
Excellent guide to OpenGL Shading Language 17. Februar 2006
Von calvinnme - Veröffentlicht auf Amazon.com
Format:Taschenbuch
The recent trend in graphics hardware has been to replace fixed functionality with programmability in areas that have grown exceedingly complex (e.g., vertex processing and fragment processing). The OpenGL Shading Language has been designed to allow application programmers to express the processing that occurs at those programmable points of the OpenGL pipeline. Independently compilable units that are written in this language are called shaders. A program is a set of shaders that are compiled and linked together. The OpenGL Shading Language is based on ANSI C and many of the features have been retained except when they conflict with performance or ease of implementation. This shading language is without a doubt the most important addition to OpenGL since its inception, and this book provides an excellent guide to programming with it. The author was one of the primary contributors to the development of the language, and he provides a well-written and insightful explanation of the language and its use.
The book begins with a review of OpenGL basics, followed by an introduction to shaders and how they fit into the pipeline. It then covers the language itself, including data types, operators, interaction with the OpenGL state machine and fixed function pipeline, built-in functions, and more. It also introduces and explains the OpenGL APIs needed to use shaders.
The last half of the book focuses on shader development, including general process and workflow, and coverage of many specific techniques, such as procedural textures and GPU-based animation. It even includes a section on implementing the fixed function pipeline using shaders. The book ends with a handy comparison of OpenGL Shading Language with other shading languages, such as Cg, HLSL, and Renderman and a couple of appendices providing a language grammar and API reference.
I particularly liked chapters 6 through 8, which take you from a simple shading example -"brick"- through the specific steps of shader development that you would need to master regardless of the API you are using. Also the chapters on procedural textures and noise and the accompanying code examples helped clear up some matters that were murky when I read "Texturing & Modeling: A Procedural Approach" by Ebert et al. In summary, I highly recommend this book to anyone interested in implementing software shading, both from the standpoint of OpenGL and from the standpoint of the design process itself. I notice that Amazon does not show the table of contents for the second edition, so I do that here:
Chapter 1. REVIEW OF OPENGL BASICS
OpenGL History; OpenGL Evolution; Execution Mode; The Frame Buffer; State; Processing Pipeline; Drawing Geometry; Drawing Images; Coordinate Transforms; Texturing;

Chapter 2. BASICS
Introduction to the OpenGL Shading Language; Why Write Shaders?; OpenGL Programmable Processors; Language Overview; System Overview; Key Benefits;

Chapter 3. LANGUAGE DEFINITION
Example Shader Pair; Data Types; Initializers and Constructors; Type Conversions; Qualifiers and Interface to a Shader; Flow Control; Operations; Preprocessor; Preprocessor Expressions; Error Handling;

Chapter 4. THE OPENGL PROGRAMMABLE PIPELINE
The Vertex Processor; The Fragment Processor; Built-in Uniform Variables; Built-in Constants; Interaction with OpenGL Fixed Functionality;

Chapter 5. BUILT-IN FUNCTIONS
Angle and Trigonometry Functions; Exponential Functions; Common Functions; Geometric Functions; Matrix Functions; Vector Relational Functions; Texture Access Functions; Fragment Processing Functions; Noise Functions;

Chapter 6. SIMPLE SHADING EXAMPLE
Brick Shader Overview; Vertex Shader; Fragment Shader; Observations;

Chapter 7 OPENGL SHADING LANGUAGE API
Obtaining Version Information; Creating Shader Objects; Compiling Shader Objects; Linking and Using Shaders; Cleaning Up; Query Functions; Specifying Vertex Attributes; Specifying Uniform Variables; Samplers; Multiple Render Targets; Development Aids; Implementation-Dependent API Values; Application Code for Brick Shaders;

Chapter 8. SHADER DEVELOPMENT
General Principles; Performance Considerations; Shader Debugging; Shader Development Tools; Scene Graphs;

Chapter 9. EMULATING OPENGL FIXED FUNCTIONALITY
Transformation; Light Sources; Material Properties and Lighting; Two-Sided Lighting; No Lighting; Fog; Texture Coordinate Generation; User Clipping; Texture Application;

Chapter 10. STORED TEXTURE SHADERS
Access to Texture Maps from a Shader; Simple Texturing Example; Multitexturing Example; Cube Mapping Example; Another Environment Mapping Example; Glyph Bombing;

Chapter 11. PROCEDURAL TEXTURE SHADERS
Regular Patterns; Toy Ball; Lattice; Bump Mapping;

Chapter 12. LIGHTING
Hemisphere Lighting; Image-Based Lighting; Lighting with Spherical Harmonics; The *erLight Shader;

Chapter 13. SHADOWS
Ambient Occlusion; Shadow Maps; Deferred Shading for Volume Shadows;

Chapter 14. SURFACE CHARACTERISTICS
Refraction; Diffraction; BRDF Models; Polynomial Texture Mapping with BRDF Data;

Chapter 15. NOISE
Noise Defined; Noise Textures; Trade-offs; A Simple Noise Shader; Turbulence; Granite; Wood;

Chapter 16. ANIMATION
On/Off; Threshold; Translation; Morphing; Other Blending Effects; Vertex Noise; Particle Systems; Wobble;

Chapter 17. ANTIALIASING PROCEDURAL TEXTURES
Sources of Aliasing; Avoiding Aliasing; Increasing Resolution; Antialiased Stripe Example; Frequency Clamping;

Chapter 18. NON-PHOTOREALISTIC SHADERS
Hatching Example; Technical Illustration Example; Mandelbrot Example;

Chapter 19. SHADERS FOR IMAGING
Geometric Image Transforms; Mathematical Mappings; Lookup Table Operations; Color Space Conversions; Image Interpolation and Extrapolation; Blend Modes;

Chapter 20. REALWORLDZ
Features; RealWorldz Internals; Implementation; Atmospheric Effects; Ocean; Clouds;

Chapter 21. LANGUAGE COMPARISON
Chronology of Shading Languages; RenderMan; OpenGL Shader (ISL); HLSL; Cg;
Appendix A. Language Grammar
Appendix B. API Function Reference
5 von 5 Kunden fanden die folgende Rezension hilfreich
do your own shading?! 8. Februar 2006
Von W Boudville - Veröffentlicht auf Amazon.com
Format:Taschenbuch
Twenty years ago, I used to program graphics on an Evans and Sutherland PS340. It was then one of the top of the line graphics computers (costing $100k). It could labouriously do shading, but only Phong and Gouraud. Nowadays, many PCs have this ability, and much faster. But a problem still persists, where often the shading methods are restricted to what is implemented on the graphics chips.

In contrast, you have the approach in this definitive book on OpenGL Shading Language. This lets you implement in your code, shading routines of your own devising. To be sure, given the same shading method, one done in this language, and one in the hardware, then the latter will have better performance. But it turns out that today's computers are fast enough, and have enough RAM, that the difference in response might not be appreciable.

The book describes an extensive set of built-in convenience functions that come with the language. And the language's API is explained in detail. The author rightly recommends that you come at it with some experience in the standard OpenGL.

Since the language is still quite new, you are more or less on your own, when looking at development tools. This dearth is expected to be remedied in a few years. But right now, you'll have to rely on your wits. Along with a chapter that gives general principles of how you should develop your own shader. What may be even more use, however, is the second half of the book. Devoted to case studies of many shaders. Understanding these may be more beneficial than any IDE.

Oh, as you might expect from a graphics book, there is a lovely set of colour plates in the middle of the book, showing what custom shaders can do. Treat it as inspiration if you wish.
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