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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2
 
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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2 (Paperback)

by OpenGL Architecture Review Board (Author), Dave Shreiner (Author), Mason Woo (Author), Jackie Neider (Author), Tom Davis (Author)
4.6 out of 5 stars  See all reviews (9 customer reviews)

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Product details

  • Paperback: 896 pages
  • Publisher: Addison Wesley; 5 edition (18 Aug 2005)
  • Language English
  • ISBN-10: 0321335732
  • ISBN-13: 978-0321335739
  • Product Dimensions: 23.1 x 17.8 x 4.6 cm
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (9 customer reviews)
  • Amazon.co.uk Sales Rank: 382,241 in Books (See Bestsellers in Books)

    Popular in these categories:

    #22 in  Books > Computing & Internet > Programming > Graphics & Multimedia > OpenGL
    #51 in  Books > Computing & Internet > Programming > Graphics & Multimedia > 3D Programming
  • See Complete Table of Contents

Product Description

Amazon.co.uk Review

The OpenGL Programming Guide, now in its third edition, is the definitive volume for programmers using this evolving graphics interface standard. Written by members of the OpenGL Architecture Review Board, this book offers understandable tutorials and lessons on getting up to speed and getting the most out of the latest version of OpenGL, version 1.2.

The guide uses code examples in C, and is targeted at programmers with experience in coding, yet new to coding for OpenGL applications. The opening chapters go into descriptive detail of how OpenGL, the software interface for hardware 3D chipsets, works and what you can expect from it, which turns out to be much more than expected. Colour plates are used, for example, to show how OpenGL handles such effects as motion blur and depth-of-field blur, in addition to shadows and texture mapping.

This is not a beginners guide to programming computer graphics. Some foreknowledge of both programming in general and computer graphics in particular is required. For example, code snippets are used to describe how to implement these effects, but because OpenGL is platform-independent, some code examples may need to be modified when used with your specific compiler.

Written by members of the OpenGL Architecture Review Board, there is no better reference volume for learning and understanding OpenGL. The examples cited are clear, commented and explained. The only drawback to the book is that it lacks a companion CD--all examples must be either typed in or downloaded from an internet FTP site (the URL is listed in the preface). --Mike Caputo, amazon.com --This text refers to an out of print or unavailable edition of this title.



Product Description

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, Fifth Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 1.4. This fifth edition of the best-selling "red book" describes the latest features of OpenGL Versions 1.5 and 2.0, including the introduction of the OpenGL Shading Language.

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 fifth edition has been extensively updated to include the newest features of OpenGL Versions 1.5 and 2.0, including:

  • Storage of vertex arrays in buffer objects for faster rendering
  • Occlusion queries for course-grain visibility testing
  • Non-power-of-two dimensioned texture maps
  • Point sprites
  • Separate stencil operations for RGB and alpha
  • Rendering to multiple color buffers using GLSL

Most importantly, this edition discusses the OpenGL Shading Language (GLSL) and explains the mechanics of using this new language to create complex graphics effects and boost the computational power of OpenGL.




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Customer Reviews

9 Reviews
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Average Customer Review
4.6 out of 5 stars (9 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
9 of 9 people found the following review helpful:
5.0 out of 5 stars Excellent Introduction to OpenGL, 27 April 2001
By A Customer
If you're interested in OpenGL programming, this book is definately a must- though newbies should be aware that this primarily focuses on the OpenGL SDK itself, rather than the theory. If you're strong with c, have the basics of vector math under your belt, and fancy seeing how much it REALLY takes to hurt your video card, this is an excellent book complementing an excellent SDK. It does go off on a tangent every now and then, but the content is there, and each code snippet is explained with clarity. No serious OpenGL developer's bookshelf should be without it.
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6 of 6 people found the following review helpful:
5.0 out of 5 stars Excellent, though a little abstract., 8 May 2002
By A Customer
This book is extremely useful in bringing across the concepts, design ideas and methods for using OpenGL. The book covers extensively every area in 3d graphics you could possibly need, but the only problem I've found with it is that all the code contained within the book is in C++. Normally, this isn't exactly a problem, but the code is rather abstract in nature and as such is difficult to transfer to another language. Despite this, an excellent book that works well with the more language-specific books also available.
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7 of 8 people found the following review helpful:
4.0 out of 5 stars The Main OpenGL Book., 5 Jun 2001
By A Customer
I have found this book to be very useful in allowing me to understand how OpenGL works and the in-depth options of all of the functions, etc.. Unfortunately it's examples are not very newbie friendly, so you may want to use this book in conjunction with other online tutorials like NeHe's, etc...

But overall a very good buy.

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Most Recent Customer Reviews

5.0 out of 5 stars Brilliant and highly recommended!
With thorough coverage of OpenGL 2 this book truly is the definitive tome on the OpenGL library. Using the internet for gathering reference material is all well and good, but if... Read more
Published on 21 Feb 2007 by Chris Gilbert

5.0 out of 5 stars Essential for serious OpenGL programmers.
This is the most detailed reference on OpenGL that I have found. You will be truely able to exploit everything that OpenGL has to offer.
Published on 20 Aug 2001 by labyte@hotmail.com

4.0 out of 5 stars A must have for anyone who uses opengl on an everyday basis
This is a reference book pure and simple. It tells you the function, the parameters, the return type and the errors it will throw if you messed up while calling it. Read more
Published on 31 Jan 2001

5.0 out of 5 stars A good book to learn OpenGL with.
If you are looking to learn OpenGL, then get this book. It's a good guide, as well as reference that is detailed and clear with well written examples. Very highly recomended.
Published on 5 Oct 2000

5.0 out of 5 stars Highly recommended
This book is the definitive reference for OpenGL programming, both as a reference for the experienced OpenGL programmer and for the experienced programmer with no real 3D... Read more
Published on 11 Aug 1999

3.0 out of 5 stars reference manual, including OpenGL+GLU+GLX without GLUT
This Book is a typical reference manual, without many examples of the commands, it is written as a technical overview. Read more
Published on 30 Oct 1998

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