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OpenGL SuperBible: Comprehensive Tutorial and Reference [Paperback]

Richard Wright , Nicholas Haemel , Graham M. Sellers , Benjamin Lipchak
3.6 out of 5 stars  See all reviews (13 customer reviews)
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Book Description

23 July 2010 0321712617 978-0321712615 5

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.


Frequently Bought Together

OpenGL SuperBible: Comprehensive Tutorial and Reference + OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1 + OpenGL ES 2.0 Programming Guide
Price For All Three: £105.27

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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 5.2 x 22.9 cm
  • Average Customer Review: 3.6 out of 5 stars  See all reviews (13 customer reviews)
  • Amazon Bestsellers Rank: 313,567 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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Customer Reviews

Most Helpful Customer Reviews
9 of 9 people found the following review helpful
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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15 of 16 people found the following review helpful
1.0 out of 5 stars OpenGL Super-disappointment 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. In our case, I guess that during the development the authors might as well had a litigation or something, because they probably stopped communicating althogether: on a page I read that the feature X is going to be explained in the next chapter, and then when I actually (and eagerly) reach that chapter, I find out that X is taken for granted "as explained in the previous chapters" (are you curious about the mysterious "missing topic"? It's not an important one, really: just the explanation about how to actually "draw things"...).

- A particularly intriguing example is in chapter 11, the author cuts short on the explanation on the ground that "A complete implementation can be found on this book's Web site.", but the code is nowhere to be found: many of the examples that should have been on the web site (especially the ones from the more advanced chapters) just doesn't exist or are fairly incomplete (some crucial files cannot be found).

- chapter 12, the book reads: "there's plenty of advanced shader examples in the last chapter". Too bad that chapter 12 *is* the last useful chapter (the remaining ones are in the section "Platform Specific notes" and they don't deal with OpenGL at all)...

- the glossary explains terms that are actually never used in the whole book or supported by the OpenGL core profile, I guess because it has been copied & pasted from the previous version of the book. Look at the bright side: if you'll want to know what a NURB is, your curiosity will be satisfied (but don't expect to be able to create any).

- You'll get the chance to enjoy the splendid companion site (wait! you can actually check it for free:

[...]

) which compensates for it's HTML 1.0 vintage style with it's lack of contents. If not else, just read the (unintentionally) hilarious rant from the author in the MacOSX section...

- no matter how hard I tried, an errata corrige was nowhere to be found: I wasn't that surprised (should it ever existed, it's size would have probably surpassed that of the Superbible itself...): perhaps the author thought that the book was so good it didn't need it (or more likely, in my opinion, he never read it himself...)

- the code for the examples and accompanying library is registered on google code, but suggestions and corrections from the readers appear to have been systematically ignored. As already mentioned, many examples are missing or not complete.

Are you still wondering why the new version of this guide costs LESS than the previous one?

If you think you have a surplus of 50$ and you really have to do something about it, don't buy this book: go on the street and try to get mugged instead: you will get robbed anyway but, at least, it will only take minutes.
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5 of 5 people found the following review helpful
2.0 out of 5 stars Misleading 20 Jan 2012
By Robin
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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Most Recent Customer Reviews
2.0 out of 5 stars A confusing book
This is a wrong book if you want to learn modern OpenGL from the ground up. It has a really confusing structure. Read more
Published 1 month ago by J. Lind
5.0 out of 5 stars The book for OpenGL.
The book for OpenGL. Not the best for explaining it (I used online HOWTOs), but an essential refrence. This is the course textbook for 99% of courses on 3D,.
Published 3 months ago by James Bennet
5.0 out of 5 stars The book is in good condition as described.
This is a good for OpenGL beginners. However the author uses its classes it will be better that readers have some basic concepts about OOP.
Published 5 months ago by Chu-Chien Huang
1.0 out of 5 stars Frustrating read.
Too many english words and not enough C++ opengl code.
Too WAFLY!!! (Sent it back)
Not sure what framework was being used for the matrix math and stock shaders.
Published 8 months ago by mo
4.0 out of 5 stars Essential reading for OpenGL 3.0 and later
As it says, it is a comprehensive tutorial. It is only applicable to OpenGL 3.0 and ideally you need 3.3 or later to run the samples or even to make sense of them. Read more
Published 13 months ago by jbs2012
4.0 out of 5 stars Good but...
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... Read more
Published 17 months ago by L.G.Cox
4.0 out of 5 stars Pretty good!
Pretty good book. It's very in-depth and exhaustive, but at the same time keeps the learning curve nice and smooth. Read more
Published 20 months ago by code_monkey
5.0 out of 5 stars Very good
Best introduction text I found so far, but it doesn't stop there. It takes you through the whole spectrum of concepts, from basic rendering, to shaders, to platform-specific... Read more
Published on 20 Feb 2011 by Blazej Czapp
5.0 out of 5 stars A Comprehensive Introduction to OpenGL and 3D Programming
An excellent book in depth and breadth for beginners. Only read the first three chapters, but anticipate reading the remainder of the book. Read more
Published on 16 Jan 2011 by J. Perry
5.0 out of 5 stars Want to learn the future of OpenGL (and ignore the clutter)? Look no...
OpenGL is a tough nut to crack for a beginner, especially right now. Do you learn the fixed function pipeline or the programmable one. Read more
Published on 8 Oct 2010 by PJ
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