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OpenGL Library [Paperback]

Dave Shreiner , Bill The Khronos OpenGL ARB Working Group

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Book Description

27 July 2009 032163764X 978-0321637642 7

This boxed set includes:

  • The best-selling OpenGL® Programming Guide, Seventh Edition, which covers the latest releases of OpenGL, Versions 3.0 and 3.1, and includes a 16-page color insert. This is the definitive guide to graphics programming with OpenGL, the platform-independent standard for professional-quality 3D graphics.

  • The popular OpenGL® Shading Language, Third Edition, which addresses the more integrated nature of the shading language in OpenGL 3.0 and 3.1, with key coverage of special shading techniques, light and shading techniques, light and shadow shaders, and multipass shaders.

  • Plus: A bonus schematic poster of the OpenGL Machine for both the 3.0 and 3.1 versions of OpenGL

032163764X / 9780321637642 OpenGL Library 7/e


Package consists of:

0321552628 / 9780321552624 OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1 , 7/e

0321637631 / 9780321637635 OpenGL Shading Language, 3/e

0321660609 / 9780321660602 OpenGL Library Poster, 2/e

0321670124 / 9780321670120 OpenGL Library, Fifth Edition (slipcase), 5/e


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OpenGL Library + OpenGL SuperBible: Comprehensive Tutorial and Reference
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Product Description

About the Author

Dave Shreiner, director of graphics technology at ARM, Inc., was a longtime member of the core OpenGL team at SGI. He authored the first commercial OpenGL training course and has been developing computer graphics applications for more than two decades.


Randi Rost was a core contributor to the development of the OpenGL Shading Language and the OpenGL API that supports it. He is also one of the first programmers to design and implement shaders using this technology. Randi works at Intel.


Bill Licea-Kane is principal member of technical staff at AMD and has been chair of the ARB OpenGL Shading Language workgroup since its inception. He has taught several courses in OpenGL Shading Language at both SIGGRAPH and GDC. Bill works in the

OpenGL Group at AMD.

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Customer Reviews

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Most Helpful Customer Reviews on (beta) 3.5 out of 5 stars  2 reviews
11 of 13 people found the following review helpful
2.0 out of 5 stars only one half of it is worth it, so why why buy the packaged set? 13 April 2010
By anon - Published on
As for the "OpenGL Shading Language - 3rd ed" that half of this set is very good and very relevant today. I would give that half of it at least 4 and very possibly 5 stars.

But this set also brings along with another book which I think would be of relatively little use to most people so I knock this packaged set down to only 2 stars.

I'd just get the GLSL 3rd edition alone and forget about this set, unless you are both new to OpenGL and will need to use both an old code base using old-style OpenGL as well develop new style code.

Here is my review of the other half this set copied and pasted here:
I'm honestly not sure that this book will be very useful to many people at all.

If you are both new to OpenGL and will have to deal with old OpenGL code, then it might just be worth it, otherwise, forget it.

First, literally 85-90% of the pages in the book relate to functions that have been deprecated.
Second, it doesn't make it all that clear exactly what has or hasn't been deprecated so it's rather a mess to dig through to find the relevant bits.
Finally, it covers rather little beyond the very basics of GLSL, which is basically what OpenGL 3.0+ is all about.

Let me put it this way:

If you will have to deal with old code base but already know OpenGL pre-3.0 well then you already know how to deal with old OpenGL code base and since the new stuff is so buried and so sparse what does this get you?

If you are new to OpenGL and won't have to deal with an old code base why bother with all the deprecated junk? You do not want to be starting off new code doing it the old ways. In this case:

If you need to know the basics of the 3D graphics, don't try to learn it from this book, get a solid, general purpose 3D graphics book for that (or at least something like "Advanced Graphics Programming using OpenGL" which also uses largely deprecated functions but it's written in a better style for this purpose).

For a basic introduction on how to use OpenGL (to get yourself up to speed on the basic outline of the API), get something like "Beginning OpenGL Game Programming 2nd ed" just get you started. It'll quickly show you the basic ropes of OpenGL and what you need to do to get the system initialized, viewports set, shaders initialized, rendering attached to Windows windows and some basic info on vertex buffers and such. Just looking at the basic, free SDK/docs it would tricky to figure out where to begin, this will show you. After that, for more advanced commands dealing with buffers you can just look at the free OpenGL documents/search the web to learn what more you need, it should all make sense once you know the basic outline of OpenGL.

To learn more about the new shader model and changes to GLSL get a book like "OpenGL Shading Language - 3rd ed", way more useful than the few pages in this book on that topic.

If you already know OpenGL 2.0 just get "OpenGL Shading Language - 3rd ed" and download the latest free OpenGL 3.3 (or whatever version) docs and you are good to go, don't even bother with this book.

If you know nothing about OpenGL but do know about 3D graphics then just get "Beginning OpenGL Game Programming 2nd ed" to get you introduced to the API and then get"OpenGL Shading Language - 3rd ed" and download the latest free OpenGL 3.3 (or whatever version) docs and you are good to go, don't even bother with this book.

If you know nothing about 3D graphics or OpenGL then get the above two books and add some general references on 3D graphics and don't even bother with this book.

Only if you are both new and will also need to deal with an advanced, but old, code base, bother with this book.
0 of 8 people found the following review helpful
5.0 out of 5 stars An outstanding presentation 11 Feb 2010
By Midwest Book Review - Published on
The two-volume slipcased by Dave Shreiner, Randi Rost, Bill Licea-Kane, OPEN GL LIBRARY, 5TH EDITION, offers a fine survey packing the third edition of OPEN GL SHADING LANGUAGE and the 7th updated edition of OPEN GL PROGRAMMING GUIDE under one cover. Any computer collection strong in Open GL must have this presentation: it's packed with coverage of the latest releases of Open GL and offers outstanding, specific survey of usage techniques. No serious computer collection should be without this. An outstanding presentation.
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