In this recipe, we build a minimalistic application with GLFW and OpenGL to get some basic 3D graphics out onto the screen. The GLFW library hides all the complexity of creating windows, graphics contexts, and surfaces, and getting input events from the operating system.
#OPENGL 4.6 ADDITION FUNCITON LIST HOW TO#
Finally, you'll discover how to apply optimization techniques to build performant and feature-rich graphics applications.īy the end of this 3D rendering book, you'll have gained an improved understanding of best practices used in modern graphics APIs and be able to create fast and versatile 3D rendering frameworks. As you advance, you'll explore common techniques and solutions that will help you to work with large datasets for 2D and 3D rendering. You'll also get to grips with core techniques such as physically based rendering, image-based rendering, and CPU/GPU geometry culling, to name a few. Each recipe will enable you to incrementally add features to your codebase and show you how to integrate different 3D rendering techniques and algorithms into one large project. Some OpenGL ES function calls read from the framebuffer. The book begins by setting up a development environment and takes you through the steps involved in building a 3D rendering engine with the help of basic, yet self-contained, recipes. The ARM Glossary is a list of terms used in ARM documentation, together with definitions for. 3D Graphics Rendering Cookbook helps you learn about modern graphics rendering algorithms and techniques using C++ programming along with OpenGL and Vulkan APIs.
OpenGL is a popular cross-language, cross-platform application programming interface (API) used for rendering 2D and 3D graphics, while Vulkan is a low-overhead, cross-platform 3D graphics API that targets high-performance applications.