Opengl For Mac

  



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Originally developed by Silicon Graphics in the early '90s, OpenGL® has become the most widely-used open graphics standard in the world. NVIDIA supports OpenGL and a complete set of OpenGL extensions, designed to give you maximum performance on our GPUs. NVIDIA continues to support OpenGL as well through technical papers and our large set of examples on our NVIDIA Graphics SDK.

  • Opengl info prints information about the OpenGL ® implementation currently in use by MATLAB ®, such as the version, vendor, and graphics features that it supports.Using this command loads OpenGL. Starting in R2019a, this syntax is no longer recommended.
  • This chapter provides an overview of OpenGL and the interfaces your application uses on the Mac platform to tap into it. OpenGL Concepts. To understand how OpenGL fits into OS X and your application, you should first understand how OpenGL is designed. OpenGL Implements a Client-Server Model. OpenGL uses a client-server model, as shown in Figure.
  • 'gcc -o func2d func2d.c -framework carbon -framework OpenGL -framework GLUT' where func2d is the name of your application executable and func2d.c is the c file used. The imports required in case you don't have them are: OpenGL/gl.h OpenGL/glu.h GLUT/glut.h stdlib.h.

NVIDIA OpenGL Samples

Ccleaner for macbook. First, a little background: “Open Graphics Library (OpenGL) is a cross-language, cross. Originally developed by Silicon Graphics in the early '90s, OpenGL® has become the most widely-used open graphics standard in the world. NVIDIA supports OpenGL and a complete set of OpenGL extensions, designed to give you maximum performance on our GPUs. NVIDIA continues to support OpenGL as well through technical papers and our large set of examples on our NVIDIA Graphics.



External



  • GTC 2016: GPU-Driven Rendering
  • GTC 2015: GPU-Driven Large Scene Rendering in OpenGL
  • GTC 2015: Slicing the Workload: Multi-GPU Rendering Approaches
  • Mobile Summit 2014: NVIDIA Path Rendering: Accelerating Vector Graphics for the Mobile Web
  • SIGGRAPH Asia 2014: OpenGL NVIDIA 'Command-List': 'Approaching Zero Driver Overhead'
  • SIGGRAPH 2014: OpenGL Scene Rendering Techniques (Best of GTC 2014)
  • SIGGRAPH 2014: OpenGL Update for NVIDIA GPUs
  • GTC 2014: Order Independent Transparency in OpenGL
  • GTC 2014: Multi-GPU Rendering
  • GTC 2013: Advanced Scenegraph Rendering Pipeline

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  • By Robert P. Kuehne, J. D. Sullivan
  • Published Dec 17, 2007 by Addison-Wesley Professional. Part of the OpenGL series.

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Opengl For Mac

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  • Copyright 2008
  • Edition: 1st
  • Premium Website
  • ISBN-10: 0-321-35652-7
  • ISBN-13: 978-0-321-35652-9

Opengl 3.0 Download Windows 10

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. Xbox one controller drivers for mac os x. 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.

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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

Update Opengl For Mac

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

Preface

Index

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