Source

gltut / Documents / Tutorials.xml

<?xml version="1.0" encoding="UTF-8"?>
<?oxygen RNGSchema="http://docbook.org/xml/5.0/rng/docbookxi.rng" type="xml"?>
<?oxygen SCHSchema="http://docbook.org/xml/5.0/rng/docbookxi.rng"?>
<book xmlns="http://docbook.org/ns/docbook" xmlns:xi="http://www.w3.org/2001/XInclude" version="5.0">
    <info>
        <title>Learning Modern 3D Graphics Programming Through OpenGL</title>
    </info>
    <xi:include href="preface.xml"/>
    <xi:include href="Building the Tutorials.xml"/>
    <part>
        <?dbhtml filename="Basics.html" dir="Basics"?>
        <info>
            <title>The Basics</title>
        </info>
        <partintro>
            <para>These tutorials involve the most basic operations for OpenGL. They deal with the
                core of the OpenGL pipeline. These provide core information about how OpenGL works,
                how its pipeline works, what the basic flow of information is within OpenGL.</para>
        </partintro>
        <xi:include href="Basics/tutorial 00.xml"/>
        <xi:include href="Basics/tutorial 01.xml"/>
        <xi:include href="Basics/tutorial 02.xml"/>
    </part>
    <part>
        <?dbhtml filename="Positioning.html" dir="Positioning" ?>
        <info>
            <title>Positioning</title>
        </info>
        <partintro>
            <para>These tutorials give the reader information about how objects are positioned in 3D
                graphics and OpenGL. These deal with transforming the position of objects, as well
                as doing what is necessary to make those objects appear as though they are in a
                3-dimensional space.</para>
        </partintro>
        <xi:include href="Positioning/tutorial 03.xml"/>
        <xi:include href="Positioning/tutorial 04.xml"/>
        <xi:include href="Positioning/tutorial 05.xml"/>
        <xi:include href="Positioning/tutorial 06.xml"/>
        <xi:include href="Positioning/tutorial 07.xml"/>
    </part>
    <part>
        <?dbhtml filename="Illumination.html" dir="Illumination" ?>
        <info>
            <title>Illumination</title>
        </info>
        <partintro>
            <para>One of the most important aspects of rendering is lighting. Thus far, all of our
                objects have had a color that is either entirely part of the mesh data or passed in
                via a uniform. This is not how color works in the real world.</para>
            <para>Properly modeling the interaction between light and a surface is vital in creating
                a photorealistic effect. Indeed, modeling light/surface interaction is vital in
                doing just about any kind of graphics work, photorealistic or not. The result
                depends entirely on how one chooses to model the light/surface interaction.</para>
            <para>The tutorials in this section will introduce some simple light/surface models and
                explain how to implement them.</para>
        </partintro>
        <xi:include href="Illumination/tutorial 08.xml"/>
    </part>
    <part>
        <?dbhtml filename="Texturing.html" dir="Texturing" ?>
        <info>
            <title>Texturing</title>
        </info>
        <partintro>
            <para>Lookup tables in rendering are usually called textures. This is due to the fact
                that the main use for them is to modify the appearance of a surface. Even so,
                textures have many uses.</para>
        </partintro>
    </part>
    <part>
        <?dbhtml filename="Framebuffer.html" dir="Framebuffer" ?>
        <title>Framebuffer</title>
        <partintro>
            <para>Render targets and framebuffer blending are key components to many advanced
                effects. These tutorials will cover many per-framebuffer operations, from blending
                to render targets.</para>
        </partintro>
    </part>
    <part>
        <?dbhtml filename="Advanced Lighting.html" dir="Adv Lighting" ?>
        <title>Advanced Lighting</title>
        <partintro>
            <para>Simple diffuse lighting and directional shadows are useful, but better, more
                effective lighting models and patterns exist. These tutorials will explore those,
                from Phong lighting to reflections to HDR and blooming.</para>
        </partintro>
    </part>
</book>