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OpenGL is a powerful software interface used to produce high-quality, computer-generated images and interactive applications using 2D and 3D objects, bitmaps, and color images.
The OpenGL®Programming Guide, Seventh Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 2.1. This seventh edition of the best-selling “red book” describes the latest features of OpenGL Versions 3.0 and 3.1. 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 seventh edition has been updated to include the newest features of OpenGL Versions 3.0 and 3.1, including
This edition continues the discussion of the OpenGL Shading Language (GLSL) and explains the mechanics of using this language to create complex graphics effects and boost the computational power of OpenGL. The OpenGL Technical Library provides tutorial and reference books for OpenGL. The Library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the Khronos OpenGL ARB Working Group, an industry consortium responsible for guiding the evolution of OpenGL and related technologies.
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. Dave regularly presents at SIGGRAPH and other conferences worldwide. He is coauthor of the OpenGL ES 2.0 Programming Guide (Addison-Wesley, 2009) and the OpenGL® Reference Manual (Addison-Wesley, 2004), and is series editor for Addison-Wesley’s OpenGL Series.
My tutor recommended this book even though its not the latest, the guide still works. We're making a sphere and adding motion blur for an assignment, was amazed when this book... Read morePublished on 20 Mar. 2013 by David
I pressed the wrong button and so ordered this book by mistake duh ... then I got rushed to hospital and then in a somewhat confused state asked for the book as a bit of light... Read morePublished on 10 Jan. 2010 by S. Nicholson