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OpenGL Programming Guide: Version 1.4: The Official Guide to Learning OpenGL (Networking Technology) [Paperback]

OpenGL Architecture Review Board , Dave Shreiner , Mason Woo , Jackie Neider , Tom Davis
2.7 out of 5 stars  See all reviews (3 customer reviews)

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There is a newer edition of this item:
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 4.3 OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 4.3 3.5 out of 5 stars (11)
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Book Description

13 Nov 2003 0321173481 978-0321173485 4

The OpenGL Programming Guide provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through version 1.2. This fourth edition of the bestselling guide will describe all of the latest features of OpenGL versions 1.3 and 1.4, as well as the important OpenGL ARB extensions. Some of the new features in the core library include cube-mapped texture mapping, multi-texturing, multi-sampled anti-aliasing, depth-texturing and shadows, and advanced texture application modes. Most importantly, the ARB vertex and fragment program extension (commonly referred to as “shaders”) will be introduced. Many new example programs and color slides have been incorporated as well. As with all of the previous editions, this one was developed under the auspices of the OpenGL Architecture Review Board, and industry consortium responsible for guiding the evolution of OpenGL, and written by some of the most influential developers in the field.

Product details

  • Paperback: 816 pages
  • Publisher: Addison Wesley; 4 edition (13 Nov 2003)
  • Language: English
  • ISBN-10: 0321173481
  • ISBN-13: 978-0321173485
  • Product Dimensions: 22 x 18.9 x 3.9 cm
  • Average Customer Review: 2.7 out of 5 stars  See all reviews (3 customer reviews)
  • Amazon Bestsellers Rank: 1,400,698 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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Product Description

From the Back Cover

OpenGL is a powerful software interface used to produce high-quality, computer- generated images and interactive applications using 2D and 3D objects and color bitmaps and images.

The OpenGL Programming Guide, Fourth Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through version 1.2. This fourth edition of the best-selling guide describes all of the latest features of OpenGL versions 1.3 and 1.4, as well as the important OpenGL Architecture Review Board (ARB) extensions.

You will find clear explanations of OpenGL functionality and many basic computer graphics techniques, such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism. In addition, this book provides in-depth coverage of advanced techniques, including texture mapping, antialiasing, fog and atmospheric effects, NURBS, image processing, and more. The text also explores other key topics such as enhancing performance, OpenGL extensions, and cross-platform techniques.

This fourth edition has been extensively updated to include the newest features of OpenGL, versions 1.3 and 1.4, including:

  • Cube-mapped texture mapping
  • Multitexturing
  • Multisampled antialiasing
  • Depth texturing and shadows
  • Advanced texture application modes

    Many new example programs have been incorporated as well.

  • About the Author


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    Customer Reviews

    2.7 out of 5 stars
    2.7 out of 5 stars
    Most Helpful Customer Reviews
    5 of 5 people found the following review helpful
    4.0 out of 5 stars A great book but where are the shaders? 12 Dec 2003
    By Mark
    I already own a copy of the second edition of this book, and this book is just as good as its predecessors in explaining the basics of OpenGL.
    However I was disappointed that contrary to the synopsis on this site and indeed the blurb on the cover of the book, there is no mention of the vertex or fragment program extensions.
    If you are looking for something covering the basics of OpenGL this is the book for you, if you are looking for vertex or fragment shaders this is NOT the book for you.
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    5 of 6 people found the following review helpful
    1.0 out of 5 stars Could have so much better 19 Dec 2003
    By A Customer
    If you have 3rd edition this is a major disapointment, it's an 99% exact copy, get a book on extensions instead. If you don't have the 3rd edition well, it's a good start, but nothing on the advanced features of 1.4 like shaders , extensions.
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    3 of 5 people found the following review helpful
    3.0 out of 5 stars Great book, bad description 15 Dec 2003
    This book would normally get 5 stars from me. I've been using the famous Red Book since version 1, and it's an invaluable asset for any OpenGL programmer. With the 1.4 version, I've finally bought my own, and very happy I am too.
    However, beware! The description isn't right! The book, while it contains updated information on version 1.4 of OpenGL, DOESN'T include details of the ARB vertex and fragment program extensions. It even says it does on the back of the book, quoting it as the "most important" element of the book. Well, it's not there. So good book, but be honest about what's in it please. I'm just glad I've already got my copy of the OpenGL Extensions Guide on order.
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    Most Helpful Customer Reviews on (beta) 4.3 out of 5 stars  9 reviews
    17 of 17 people found the following review helpful
    5.0 out of 5 stars An Excellent Beginning Reference for OpenGL 21 Nov 2004
    By Matthew K. Minerd - Published on
    Format:Paperback|Verified Purchase
    When learning computer graphics, theory relies upon some sort of actual rendering environment to make life a lot easier for the programmer. This text helps to alleviate these problems by making the OpenGL architecture available in a structured way. The most positive aspects of the text are its pure devotion to teaching OpenGL as well as its copious, yet succinct examples provided for the presented topics.

    The text does not proclaim to be a full text for teaching computer graphics. It claims to be a guide to programming using OpenGL. It completely fulfills that claim. While it does not treat every aspect of OpenGL, the text presents the major topics which are important in writing programs that will render their 3D graphics using OpenGL. It progresses from simple topics through more advanced topics in a seemless way and also is noted in such a way that it functions as an excellent reference when memory alone can not remember syntax for rendering functions.

    The code provided with the book provides examples of topics that are presented but do not overwhelm the reader. It is an awful thing to buy a book and have it be predominantly code. Everything presented is succinct, expressing only the newly presented facets of OpenGL. This is grand when one wants to see how a given new topic may be implemented.

    It would probably be best to view this text as an ancillary text for learning computer graphics. It is important to remember that the mathematics and algorithms necessary for thorough graphics simulation are of prime importance. However, after the mathematics and algorithms are known, one must know how to perform the operations necessary to render their worlds in the context of a 3D rendering library. This book allows for learning that for the OpenGL rendering architecture.
    7 of 7 people found the following review helpful
    5.0 out of 5 stars Required reading for all OpenGL programmers 8 Mar 2005
    By Patrick J. Cozzi - Published on
    This is a concise, easy to read tutorial and reference for OpenGL programmers. The examples are easy to reuse and short enough that they don't bog you down in irrelevant details. The book is well organized. You can read it cover to cover or just skip right to the topic that you're interested in.

    I found the section on the GLU tessellator invaluable. The chapters on viewing and lighting are the easiest to follow discussions of these topics that I've ever read.

    Programmers with no previous graphics experience will be able to follow this book and become productive with basic OpenGL operations.

    My only complaint is that it's not longer. It gives you enough information to get started and complete most tasks but won't answer your very specific questions. But there's plenty of information elsewhere on more advanced topics.
    7 of 7 people found the following review helpful
    4.0 out of 5 stars Good introduction to OpenGL 3 Sep 2004
    By Brian W. Mulligan - Published on
    I've been working with graphics for about 5 years, using an abstracted library. When I had to take over the library, this book provided me an excellent introduction to the use of OpenGL. This book is very good for learning how to use OpenGL, and specific commands, and is presented in a relatively logical order. I keep a copy of this on my bookshelf next to a copy of the OpenGL Super Bible, which is a little better as a pure reference guide. Between the two (and MSDN) I can figure out pretty much any problem, one way or another.
    5 of 7 people found the following review helpful
    4.0 out of 5 stars Good book. 2 Sep 2005
    By Oguz Demir - Published on
    If you want to learn what is openGL and how to create 3d graphics using this library, this book is perfect. But if you need more, such as collision detection, 3d engine design, game programming ..., you should choose another book.
    4.0 out of 5 stars review from 7 Mar 2009
    By uwspstar - Published on
    Format:Paperback|Verified Purchase
    this book includes all the basic concept, and some good code example. it is good for a beginner.
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