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OpenGL Programming for the X Windows System [Paperback]

Mark J. Kilgard
3.5 out of 5 stars  See all reviews (2 customer reviews)
Price: £31.99 & this item Delivered FREE in the UK with Super Saver Delivery. See details and conditions
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Book Description

5 Aug 1996 0201483599 978-0201483598 1
OpenGL is the fastest and most widely available software standard for producing high-quality color images of 3D scenes. This practical guide shows X programmers how to construct working 3D applications using OpenGL and how to tightly integrate OpenGL applications with the X Window System. Written by a Silicon Graphics X Window System and OpenGL expert, OpenGL Programming for the X Window System uses the OpenGL Utility Toolkit (GLUT) to show how OpenGL programs can be constructed quickly and explores OpenGL features using examples written with GLUT. This book also: *explains the GLX model for integrating OpenGL and Xlib *shows how to use OpenGL with Motif and other widget sets *discusses the latest OpenGL standards: OpenGL 1.1, GLX 1.2, and GLU 1.2 *covers advanced topics such as alternative input devices and overlays *includes valuable information for ensuring OpenGL portability and interoperability *provides pointers for performance tuning Each chapter contains source code demonstrating the techniques described. Source code for all the examples provided, and for the GLUT library itself, are available for downloading via the Internet. Intended for C programmers familiar with the Xlib and/or Motif programming interfaces. No previous OpenGL knowledge is required. 0201483599B04062001


Product details

  • Paperback: 576 pages
  • Publisher: Addison Wesley; 1 edition (5 Aug 1996)
  • Language: English
  • ISBN-10: 0201483599
  • ISBN-13: 978-0201483598
  • Product Dimensions: 18.7 x 2.1 x 23 cm
  • Average Customer Review: 3.5 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 845,913 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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Product Description

From the Back Cover

OpenGL is the fastest and most widely available software standard for producing high-quality color images of 3D scenes. This practical guide shows X programmers how to construct working 3D applications using OpenGL and how to tightly integrate OpenGL applications with the X Window System.

Written by a Silicon Graphics X Window System and OpenGL expert, OpenGL Programming for the X Window System uses the OpenGL Utility Toolkit (GLUT) to show how OpenGL programs can be constructed quickly and explores OpenGL features using examples written with GLUT. This book also:


  • explains the GLX model for integrating OpenGL and Xlib

  • shows how to use OpenGL with Motif and other widget sets

  • discusses the latest OpenGL standards: OpenGL 1.1, GLX 1.2, and GLU 1.2

  • covers advanced topics such as alternative input devices and overlays

  • includes valuable information for ensuring OpenGL portability and interoperability

  • provides pointers for performance tuning

Each chapter contains source code demonstrating the techniques described. Source code for all the examples provided, and for the GLUT library itself, are available for downloading via the Internet.

Intended for C programmers familiar with the Xlib and/or Motif programming interfaces. No previous OpenGL knowledge is required.



0201483599B04062001

About the Author

Mark Kilgard is a member of the Technical Staff at Silicon Graphics, Inc. He is a contributor to The X Journal and speaks regularly at the X Technical Conference and SIGGRAPH. Mark is also the creator of the OpenGL Utility Toolkit (GLUT).



0201483599AB01032003


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Customer Reviews

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Most Helpful Customer Reviews
1 of 1 people found the following review helpful
3.0 out of 5 stars Good beginners book but no realworld examples 1 May 1998
By A Customer
Format:Paperback
This book gets you up and running fast with OpenGL and X but it fails to point out how to do specific tasks. I didn't know how to use Xlib until I got this book. The examples are kinda flakey as they don't translate well to realworld programming. A ball bouncing in a box would have been a great example. Would somone please write a cross platform OpenGL manual insted of these platform specific books!!!
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4.0 out of 5 stars I enjoyed the book. 24 Sep 1998
By A Customer
Format:Paperback
I think that it was a good book. This was my first OpenGL book, and I'm now purchasing more. It's good to see that there are some X Window System specific books out there. The book explains in detail GLUT, but not some other complex areas of OpenGL (Why I'm buying more OpenGL books...). I'd recommend the book for beginners of OpenGL that are frusterated with Windows-specific texts.
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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com: 3.5 out of 5 stars  6 reviews
13 of 14 people found the following review helpful
4.0 out of 5 stars I enjoyed the book. 24 Sep 1998
By A Customer - Published on Amazon.com
Format:Paperback
I think that it was a good book. This was my first OpenGL book, and I'm now purchasing more. It's good to see that there are some X Window System specific books out there. The book explains in detail GLUT, but not some other complex areas of OpenGL (Why I'm buying more OpenGL books...). I'd recommend the book for beginners of OpenGL that are frusterated with Windows-specific texts.
4 of 4 people found the following review helpful
4.0 out of 5 stars Overall a very good supplement to the Red Book 11 Feb 2000
By Richard Hatch - Published on Amazon.com
Format:Paperback
Mark has a very good way of describing how things work. I have been using OpenGL for while but not using XWindows extensions that much. This book helped a lot and I used it to make sense of some the convoluted text in other books for the wgl functions.
6 of 7 people found the following review helpful
4.0 out of 5 stars Definitive for 1996 30 Jun 2000
By KY Bike Rider - Published on Amazon.com
Format:Paperback
Back when I was learning GL, this book was the best. It covered the basics at a good level of detail. Almost as if Mark could read our product requirements, it also has appendecies on off-topic-to-GL-but-not-to-us topics, such as the X input extension and graphics overlays.

I believe GLX has gone through a few revisions since this book last had a new edition. Therefore some of its data may end up referencing deprecated old glx functions instead of the slick new method. In particular I'm thinking I saw something about visual selection changing. That's the only reason I'm holding back on star number 5.

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