00958cac0 22002291 450 LAEC0001719520110502101755.020110502f0000 |||||ita|0103 baITb Cosa & Comesezione Diritto e Pratica fiscaleITUNISOB20110502RICALAEC00017195C 121 Collana SBNCCosa & come61194UNISOB001E6002000163902001 Sanzioni tributarie e accertamenti bancariaggiornato con la Legge 2 dicembre 2005, n.248 "Misure di contrasto all'evasione fiscale"001SOB0090052001 <<L' >>IVA e gli scambi intracomunitari001SOB0090062001 Plusvalenze e minusvalenze nel reddito d'impresa001SOB0090072001 <<La >>tassazione dei non residenti001SOB0199972001 <<La >>pianificazione fiscale internazionalequestioni attuali e prospettive future05052nam 2200721 a 450 991095664860332120240516184723.097866133081849781283308182128330818597818495147741849514771(CKB)2550000000045354(EBL)948515(OCoLC)797917473(SSID)ssj0000644196(PQKBManifestationID)11383341(PQKBTitleCode)TC0000644196(PQKBWorkID)10676254(PQKB)11270831(WaSeSS)Ind00024513(Au-PeEL)EBL948515(CaPaEBR)ebr10492877(CaONFJC)MIL330818(PPN)228002915(FR-PaCSA)88851651(MiAaPQ)EBC948515(FRCYB88851651)88851651(DE-B1597)722037(DE-B1597)9781849514774(EXLCZ)99255000000004535420110922d2011 uy 0engur|n|---|||||txtccrOpenGL 4.0 shading language cookbook over 60 highly focused, practical recipes to maximize your use of the OpenGL shading language /David Wolff1st ed.Birmingham [England] Packt Pub. Ltd.20111 online resource (767 p.)Includes index.9781849514767 1849514763 Includes index.Table of Contents; OpenGL 4.0 Shading Language Cookbook; OpenGL 4.0 Shading Language Cookbook; Credits; About the Author; About the Reviewers; www.PacktPub.com; Support files, eBooks, discount offers and more; Why subscribe?; Free access for Packt account holders; Preface; What this book covers; What you need for this book; Who this book is for; Conventions; Reader feedback; Customer support; Downloading the example code for this book; Errata; Piracy; Questions; 1. Getting Started with GLSL 4.0; Introduction; The OpenGL Shading Language; Profiles: Core vs. CompatibilityUsing the GLEW Library to access the latest OpenGL functionalityGetting ready; How to do it...; How it works...; There's more...; GLEW visualinfo; GLEW glewinfo; Checking for extension availability at runtime; See also; Using the GLM library for mathematics; Getting ready; How to do it...; How it works...; There's more...; Using the GLM types as input to OpenGL; See also; Determining the GLSL and OpenGL version; How to do it...; How it works...; There's more...; See also; Compiling a shader; Getting ready; How to do it...; How it works...; There's more...; Deleting a shader object; See alsoLinking a shader programGetting ready; How to do it...; How it works...; There's more...; Deleting a shader program; See also; Sending data to a shader using per-vertex attributes and vertex buffer objects; Getting ready; How to do it...; How it works...; There's more...; Using layout qualifiers; Using element arrays; Interleaved arrays; See also; Getting a list of active vertex input attributes and indices; Getting ready; How to do it...; How it works...; There's more...; See also; Sending data to a shader using uniform variables; Getting ready; How to do it...; How it works...There's more...See also; Getting a list of active uniform variables; Getting ready; How to do it...; How it works...; There's more...; See also; Using uniform blocks and uniform buffer objects; Getting ready; How to do it...; How it works...; There's more...; Using an instance name with a uniform block; Using layout qualifiers with uniform blocks; See also; Building a C++ shader program class; Getting ready; How to do it...; How it works...; See also; 2. The Basics of GLSL Shaders; Introduction; Vertex and fragment shaders; Replicating the old fixed functionalityImplementing diffuse, per-vertex shading with a single point light sourceGetting ready; How to do it...; How it works...; There's more...; See also; Implementing per-vertex ambient, diffuse, and specular (ADS) shading; Getting ready; How to do it...; How it works...; There's more...; Using a non-local viewer; Per-vertex vs. Per-fragment; Directional lights; Light attenuation with distance; See also; Using functions in shaders; Getting ready; How to do it...; How it works...; There's more...; The const qualifier; Function overloading; Passing arrays or structures to a function; See alsoImplementing two-sided shadingOver 60 highly focused, practical recipes to maximize your OpenGL Shading language useProgramming languages (Electronic computers)Amateurs' manualsProgramming languages (Electronic computers)006.6Wolff David1795755MiAaPQMiAaPQMiAaPQBOOK9910956648603321OpenGL 4.0 shading language cookbook4340466UNINA