OpenGL Programming on Mac OS X
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OpenGL Programming on Mac OS X: Architecture, Performance, and Integration

OpenGL Programming on Mac OS X: Architecture, Performance, and Integration


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About the Book

The Mac has fully embraced OpenGL throughout its visual systems. In fact, Apple's highly efficient, modern OpenGL implementation makes Mac OS X one of today's best platforms for OpenGL development. OpenGL® Programming on Mac OS® X is the first comprehensive resource for every graphics programmer who wants to create, port, or optimize OpenGL applications for this high-volume platform. Leading OpenGL experts Robert Kuehne and J. D. Sullivan thoroughly explain the Mac's diverse OpenGL APIs, both old and new. They illuminate crucial OpenGL setup, configuration, and performance issues that are unique to the Mac platform. Next, they offer practical, start-to-finish guidance for integrating key Mac-native APIs with OpenGL, and leveraging the full power of the Mac platform in your graphics applications. Coverage includes A thorough review of Mac hardware and software architectures and their performance implications In-depth, expert guidance for accessing OpenGL from each of the Mac's core APIs: CGL, AGL, and Cocoa Interoperating with other Mac APIs: incorporating video with QuickTime, performing image effects with Core Image, and processing CoreVideo data Analyzing Mac OpenGL application performance, resolving bottlenecks, and leveraging optimizations only available on the Mac Detecting, integrating, and using OpenGL extensions An accompanying Web site (www.macopenglbook.com) contains the book's example code, plus additional OpenGL-related resources. OpenGL® Programming on Mac OS® X will be valuable to Mac programmers seeking to leverage OpenGL's power, OpenGL developers porting their applications to the Mac platform, and cross-platform graphics developers who want to take advantage of the Mac platform's uniquely intuitive style and efficiency.

Table of Contents:
List of Figures    xv List of Tables    xix List of Examples    xxi Preface    xxv Acknowledgments    xxix About the Authors    xxxi Chapter 1: Mac OpenGL Introduction    1 Why the Mac? 2 Why OpenGL? 3 The Book 4 Chapter 2: OpenGL Architecture on OS X    7 Overview 7 About OpenGL 7 OpenGL Feature Support 14 API Layers 15 The Mac OS OpenGL Plug-In Architecture 17 Renderers 18 Summary 21 Chapter 3: Mac Hardware Architecture    23 Overview 23 Data Flow and Limitations 24 Summary 32 Chapter 4: Application Programming on OS X    33 Overview 33 Mac OS X Versions 33 System Configuration 34 Power Management 34 Filesystem 38 Finding, Verifying, and Filing Bugs 39 Threading 41 Data Parallel Computation: SIMD 42 Chapter 5: OpenGL Configuration and Integration    45 API Introductions and Overview 46 Configuration API Relationships 49 Chapter 6: The CGL API for OpenGL Configuration    55 Overview 55 Error Handling 57 Pixel Format Selection 57 Context Management 63 Drawables 77 Using CGL Macros 86 Summary 86 Chapter 7: The AGL API for OpenGL Configuration    89 Overview 89 Software Layering 90 Pixel Format and Context 91 Additional Topics 104 Alternative Rendering Destinations 109 Summary 120 Chapter 8: The Cocoa API for OpenGL Configuration    121 Overview 122 NSOpenGLView 122 NSView 133 Additional Topics 140 Alternative Rendering Destinations 152 Summary 162 Chapter 9: The GLUT API for OpenGL Configuration    163 Overview 164 Configuration and Setup 165 Summary 171 Chapter 10: API Interoperability    173 Overview 173 Cocoa Image: NSImage 174 QuickTime 184 Summary 193 Chapter 11: Performance    195 Overview 195 Axioms for Designing High-Performance OpenGL Applications 196 OpenGL for Mac OS X Rules of Thumb for Performance 201 Metrics 207 Efficient Data Management Using Mac OpenGL 209 Efficient Handling of Vertex Data 210 Efficient Handling of Texture Data 221 Textures 225 Shaders 226 Tools 226 Graphics Tools 228 Putting It All Together 237 Summary 243 Chapter 12: Mac Platform Compatibility    245 Mac OS Versions 245 OpenGL Platform Identification 248 Mac OS Version Identification 249 Summary 251 Chapter 13: OpenGL Extensions    253 Overview 253 Extension Design and API Integration 254 Extension Styles and Types 256 Identification, Selection, Query, and Usage 257 Utilization and Binding 262 Extension Management Libraries 269 Summary 275 Appendix A: X11 APIs for OpenGL Configuration    277 Installation 277 Building X11 Applications on OS X 278 X11 Color Models 279 Appendix B: Glossary    281 Appendix C: The Cocoa API for OpenGL Configuration in Leopard, Mac OS X 10.5    283 Overview 284 NSOpenGLView 284 NSView 294 Additional Topics 300 Alternative Rendering Destinations 312 Summary 322 Appendix D: Bibliography    323 Index    325

About the Author :
Robert P. Kuehne leads Blue Newt Software, a consultancy that specializes in helping clients enhance their 3D graphics applications. Formerly Technical Lead for Silicon Graphics' OpenGL Shading Language, Kuehne has been involved with OpenGL since it was created, in roles ranging from programmer to shader compiler developer to SIGGRAPH presenter. He has also been a Macintosh developer since the early 1990s. J. D. Sullivan is an OpenGL driver engineer who has been writing graphics software professionally for more than fifteen years. While at Silicon Graphics, Inc., he was one of the original designers and implementers of the Volumizer API and later worked as part of the OpenGL software team focused on the Cobalt and Krypton graphics chipsets. Since SGI, Sullivan has worked on the Mac as his primary development platform, and he serves on the OpenGL Architecture Review Board.


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Product Details
  • ISBN-13: 9780132701808
  • Publisher: Pearson Education (US)
  • Publisher Imprint: Addison Wesley
  • Language: English
  • Sub Title: Architecture, Performance, and Integration
  • ISBN-10: 0132701804
  • Publisher Date: 17 Dec 2007
  • Binding: Digital download
  • No of Pages: 368


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