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OpenGL SuperBible: Comprehensive Tutorial and Reference Paperback – 23 Jul 2010


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Product details

  • Paperback: 1008 pages
  • Publisher: Addison Wesley; 5 edition (23 July 2010)
  • Language: English
  • ISBN-10: 0321712617
  • ISBN-13: 978-0321712615
  • Product Dimensions: 18.9 x 5.1 x 22.8 cm
  • Average Customer Review: 3.5 out of 5 stars  See all reviews (12 customer reviews)
  • Amazon Bestsellers Rank: 525,822 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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Product Description

From the Back Cover

OpenGL® SuperBible, Fifth Edition is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 3.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the API and essential associated programming concepts. Readers will find up-to-date, hands-on guidance on all facets of modern OpenGL development, including transformations, texture mapping, shaders, advanced buffers, geometry management, and much more. Fully revised to reflect ARB’s latest official specification (3.3), this edition also contains a new start-to-finish tutorial on OpenGL for the iPhone, iPod touch, and iPad.

 

Coverage includes

• A practical introduction to the essentials of real-time 3D graphics

• Core OpenGL 3.3 techniques for rendering, transformations, and texturing

• Writing your own shaders, with examples to get you started

• Cross-platform OpenGL: Windows (including Windows 7), Mac OS X, GNU/Linux, UNIX, and embedded systems

• OpenGL programming for iPhone, iPod touch, and iPad: step-by-step guidance and complete example programs

• Advanced buffer techniques, including full-definition rendering with floating point buffers and textures

• Fragment operations: controlling the end of the graphics pipeline

• Advanced shader usage and geometry management

• A fully updated API reference, now based on the official ARB (Core) OpenGL 3.3 manual pages

• New bonus materials and sample code on a companion Web site, www.starstonesoftware.com/OpenGL

 

Part of the OpenGL Technical Library–The official knowledge resource for OpenGL developers

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 OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies.

About the Author

Richard S. Wright, Jr., is a Senior Software Engineer for Software Bisque, where he develops multimedia astronomy and planetarium software using OpenGL. A former Real 3D representative to the OpenGL ARB, he has written many OpenGL-based games, scientific and medical applications, database visualization tools, and educational programs.

Nicholas Haemel has led 3D graphics hardware/software architecture design and development for eight years at ATI and AMD, and contributed to OpenGL standards 3.0, 3.1, 3.2, and 3.3.

Graham Sellers is a manager in the OpenGL group at AMD and leads a team of OpenGL software developers working on AMD’s OpenGL drivers. He represents AMD at the ARB, has authored many OpenGL extensions, and contributed to the OpenGL 3.2, 3.3, and 4.0 specifications.

Benjamin Lipchak, Software Engineering Manager at Apple, leads a team working on graphics developer technologies and benchmarks, and is responsible for OpenGL ES conformance of iPhone and iPod touch. He formerly managed an OpenGL ES driver team at AMD and led the Khronos OpenGL ecosystem group, where he established the OpenGL SDK and OpenGL Pipeline newsletter.


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Most Helpful Customer Reviews

9 of 9 people found the following review helpful By S. Mowbray on 15 Dec 2010
Format: Paperback
Generally a great book for those who need an introduction into OpenGL, but I soon found it lacking in areas of detail that were outside of the scope of the book (interactions between OpenGL and Device Contexts outside of the scope of GLUT, for example). Probably my biggest gripe with the book, however, is its reliance on a whole underlying "helper" API (i.e. not just OpenGL extensions and GLUT), which is great for getting a basic understanding of 3D graphics, but often leaves the reader thinking "ok, but how do I do this using just the core OpenGL libraries and extensions?" - something that must be done for commercial development.
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17 of 18 people found the following review helpful By Riccardo Di Meo on 15 Nov 2011
Format: Paperback
It's the first time that reading a book actually impends my progresses in understanding a topic. This volume, a collage of chapters from the previous version of the SuperBible plus new material (which has been never proof read), should had never been printed in the shape it is.

To prove my point, here is an incomplete description (at some point I got tired of writing....) of the goodies you'll have access to, should you decide to ignore all reasonable advices and decide that your wallet is too heavy of 50$:

- the authors must have been paid on a page basis, because about 1/3 of the opera is simply a printout of the OpenGL "Man Pages" (yes: the very same pages that you can obtain, for free, from the Khronos group on Internet) without any index or aid to help you in the navigation. Needless to say, you'll never use them (it's way easier to search them on-line), but you'll feel the weight of this "extra" every time you lift the book.

- since the new version of OpenGL is so tough to grasp, the author introduces his own library wrapper to smooth the learning curve (not a bad idea in itself). Pity however that you'll not get rid of the damn thing until the very last chapter. In other words: you bougth a book to learn the OpenGL, but why anyone in his right mind would waste his time learning it when he can spend it more fruitfully practicing with the (bug-ridden and abandoned) glt library by Richard Wright?

- The book is a collaborative work of many authors and, while this has its merits (for instance it allows to condense the experience of many people), it might present some drawbacks.
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6 of 6 people found the following review helpful By Robin on 20 Jan 2012
Format: Paperback
This book overcomplicates a lot of things, and even when it's simple, it's using the gltools library instead of actually teaching you how to use OpenGL itself. If you want to learn how to use gltools with OpenGL, this is a good book but it's a terrible book for learning OpenGL, whether you're a beginner or a more advanced programmer.
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1 of 1 people found the following review helpful By L.G.Cox on 4 Dec 2011
Format: Paperback
I was recommended this book for my masters coursework. The explanation for the techniques are pretty good but it relies far too heavily on "gl tools" which is not good when you are not allowed to use external libraries for a piece of work
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4 of 5 people found the following review helpful By PJ on 8 Oct 2010
Format: Paperback
OpenGL is a tough nut to crack for a beginner, especially right now. Do you learn the fixed function pipeline or the programmable one. Don't get me started on all the depreciated functionality! Thankfully the Superbible solved my problems by focusing on the Core profile and the programmable pipeline. Its very readable and there is some great source code and examples available at the books website.

I think the authors did a great job here and deserve plaudits for making life for beginners a little easier.
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By J. Lind on 5 April 2013
Format: Paperback Verified Purchase
This is a wrong book if you want to learn modern OpenGL from the ground up. It has a really confusing structure. The worst thing is the fact that the authors are using their own magic library for everything. This book is ok as a reference, though.
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