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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1 Paperback – 21 July 2009

3.8 out of 5 stars 25 ratings

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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

  • Using framebuffer objects for off-screen rendering and texture updates
  • Examples of the various new buffer object types, including uniform-buffer objects, transform feedback buffers, and vertex array objects
  • Using texture arrays to increase performance when using numerous textures
  • Efficient rendering using primitive restart and conditional rendering
  • Discussion of OpenGL’s deprecation mechanism and how to verify your programs for future versions of OpenGL

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.

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From the Back Cover

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

  • Using framebuffer objects for off-screen rendering and texture updates
  • Examples of the various new buffer object types, including uniform-buffer objects, transform feedback buffers, and vertex array objects
  • Using texture arrays to increase performance when using numerous textures
  • Efficient rendering using primitive restart and conditional rendering
  • Discussion of OpenGL’s deprecation mechanism and how to verify your programs for future versions of OpenGL

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.

About the Author

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.

Product details

  • Publisher ‏ : ‎ Addison Wesley
  • Publication date ‏ : ‎ 21 July 2009
  • Edition ‏ : ‎ 7th
  • Language ‏ : ‎ English
  • Print length ‏ : ‎ 936 pages
  • ISBN-10 ‏ : ‎ 0321552628
  • ISBN-13 ‏ : ‎ 978-0321552624
  • Item weight ‏ : ‎ 1.52 kg
  • Dimensions ‏ : ‎ 17.78 x 5.08 x 23.5 cm
  • Customer reviews:
    3.8 out of 5 stars 25 ratings

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Dave Shreiner
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Dave Shreiner started his graphics career hacking on a Commodore 64 back in 1981 (a mere 15 years after his birth [yes, late by today's standards], but computers weren't prevalent in Etters, Pennsylvania at that time). Things started to get interesting at the University of Delaware in 1988, where he got to work on his (well, his employer's) first Silicon Graphics Computer Systems ("SGI" to those how know and loved them) machine (a 4D/220GTX running at 25MHz). Combining his love of science, mathematics, and video games, his first graphics programs were for visualizing molecules.

After a somewhat tumultuous college career, Dave went on to do more work on SGI machines doing flight simulation and user-interface design. As that work dried up, he joined SGI in 1991 helping graphics programmers work with Iris GL (OpenGL's predecessor). His career continued as he began teaching classes on Iris GL, user-interface design, and parallel and real-time programming, all the while being mentored by Mason Woo. Around the same time, he was introduced to the fledgling OpenGL API being developed, and asked to author an introductory course on the subject.

Around the same time, he met Vicki - his future wife - eventually mentoring her in OpenGL programming. Not long after, they wed, and formed a family mostly composed of felines.

In 1997, Dave joined forces with Mason in his first writing activity as they updated the "OpenGL Programming Guide" (the "Red Book") to its third edition. At the same time, Mason and co-presenter Ed Angel (author of "Interactive Computer Graphics: A top-down approach using OpenGL") added Dave into their SIGGRAPH (the annual computer graphics conference) course team, and so the mayhem began.

Over the next decade, Dave continued to work at SGI in various roles, including OpenGL driver development for many of their products. He also updated the "OpenGL Programming Guide" three more times, and was involved in presenting another 13 SIGGRAPH courses on OpenGL (and countless others at other conferences). Also during this time, Addison-Wesley - the publisher of the "OpenGL Programming Guide" and numerous other books related to OpenGL - made him series editor for their OpenGL library, allowing him to provide direction and input into their books relating to OpenGL.

In 2006, Dave's career steered to a new vector, as he went off to do work on GPU computing. At the same time, he also worked as chair of SIGGRAPH's courses program (as well as once again presenting a course).

While GPU computing was increasing in relevance, Dave felt that mobile computer graphics was on the cusp of becoming an even bigger thing, and joined ARM's (the embedded CPU company) graphics group to directly contribute to the fray. Soon after, he became involved with OpenGL ES, the embedded version of OpenGL. At the same time, he contributed to the "OpenGL ES 2.0 Programming Guide", and began presenting courses on OpenGL's embedded version.

More recently, Dave joined long-time collaborator and fellow author, Ed Angel, in updating his textbook - "Interactive Computer Graphics: A top-down approach using WebGL", as well as presenting courses at Sonoma State University on computer graphics and parallel programming.

In addition to his part-time job writing and presenting courses, Dave is a senior manager at Unity Technologies, leading their low-level graphics APIs team.

Dave & Vicki live with their cat family in California's Sonoma wine country.

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Top reviews from United Kingdom

  • Reviewed in the United Kingdom on 10 November 2009
    Format: PaperbackVerified Purchase
    I bought this book because i needed a reference for new version. I had the book for version 2 and i knew many things were going to be deprecated.

    This book is nearly the same as the last one. The same!. But things to be deprecated are marked. but only marked. You get no advice on "how to make this when it desappears". So it's not really a good choice if you have the last book. You just donwload the opengl new version specification document from Kronos website and you check whether something is disspearing.

    Just the same. but great great book.
    4 people found this helpful
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  • Reviewed in the United Kingdom on 20 March 2013
    Format: Kindle EditionVerified Purchase
    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 covered it.
  • Reviewed in the United Kingdom on 10 June 2012
    Format: PaperbackVerified Purchase
    Do not buy the OpenGL 3.0/3.1 edition of this book! It is in fact not very different from the OpenGL 1.5 edition. Most of the book is about the fixed rendering pipeline that now is completely obsolete. You will not learn modern OpenGL programming by reading it. The book badly needs a complete rewrite.

    Fortunately one is coming. Later this year the OpenGL 4.1 edition of the book will be published, with new authors and 85% new material. Wait until then, or buy "OpenGL ES 2.0 Programming Guide" by Aaftab Munshi. It covers most of the new stuff and nothing of the obsolete stuff.
    3 people found this helpful
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  • Reviewed in the United Kingdom on 15 March 2010
    Format: PaperbackVerified Purchase
    This book is, without a doubt, the best guide you can buy to learning basic OpenGL.

    The early chapters take the reader through the essential elements of computer graphics (colour, lighting, drawing primitive objects, transformations, viewing), then later chapters deal with more specialised techniques such as texture wrapping, accessing the hardware buffers, picking and analytical surfaces. Each chapter has copious examples that are well written, clearly explained and have easy to understand example code. The author provides sufficient maths to explain why the major aspects of OpenGL are the way they are (for example how to compute normals and viewing transformations) and gives references to more arcane mathematical topics (eg Bezier patches and Nurbs surfaces). If you work your way through this book, or even just the first half of it + the appendices, you really will understand computer graphics.

    The book also deals briefly with the extension libraries required to use OpenGL on the various different hardware platforms you will encounter: Windows, Unix/Linux and Mac. It also describes the utility GLU library that makes using OpenGL easier.

    The reader will need to be reasonably familiar with the C programming language, and all the examples are written in C, but users of other languages should not have much trouble dealing with this.

    So why am I a bit luke-warm about it?

    The problem is that OpenGL is mutating rather faster than this book can be updated. This 7th edition, published in Autumn 2009, refers to OpenGL releases 3.0 and 3.1; but release 3.2 was already available when it appeared, and at the time of writing this review (March 2010) release 4.0 has just been announced.

    If you just want to learn basic OpenGL this is fine, but if you are a developer who needs to exploit the latest and greatest features of the language you find yourself in the position of having to spend a lot of money on a book only to find that it is already out of date. I have a succession of these "red books" on my shelf dating back 15 or so years now, and each time I buy a copy I read less and less of the incremental information it contains.

    For example the current trend is away from the traditional method of "construct a primitive object and send it to the graphics card to draw" towards a different model of "tell the graphics card where to find my information, and also compile a programme on it to render this". Or in OpenGL-speak from immediate mode rendering using the fixed graphics pipeline towards programmable shaders using GL Shading Language (GLSL).

    The author has tackled this issue as well as he can, but he faces the twin problems that not only does he not have enough space to do it justice (this edition is already 55mm thick), but also he cannot keep up with the development of OpenGL. In addition much of the traditional way of drawing things is "deprecated" from OpenGL 3.0 onwards, which leaves the author in the unenviable position of having to explain how everything works in his early chapters while simultaneously remarking that things should no longer be done this way! (Personally I think the traditional methods will still be around long after I'm dead, and I have no intention of dying any time soon...)

    Through no fault of his own he is in danger of growing this book to the point where it is too big and expensive for a beginner while still being inadequate for an advanced user.

    Perhaps it needs to become a hybrid paper (basics) and online reference (advanced + latest & greatest) document. Certainly *someone* needs to gather all the documentation on OpenGL together into a single place, and I can't think of anyone better qualified than the author to do this, I'm just no longer sure that a book is - on its own - enough to do the job.
    15 people found this helpful
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  • Reviewed in the United Kingdom on 7 April 2012
    Format: PaperbackVerified Purchase
    Although the title says versions 3.0 and 3.1, the majority of the book is only applicable to 2.1 and earlier. Most chapters start off by saying the OpenGL 3.0 removes all the functionality mentioned. If you are interested in using OpenGL 3.0, wait until the next edition comes. If you are interested in 2.1 and earlier, this is an excellent book - especially when used with the 'blue' book SuperBible else this is a bit heavy going.
    5 people found this helpful
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  • Syzygies
    5.0 out of 5 stars Buy the edition appropriate to your hardware
    Reviewed in the United States on 16 December 2009
    Format: PaperbackVerified Purchase
    I have a digital version of this edition on my Kindle DX; I returned the corresponding box set unopened, and bought instead the sixth edition covering OpenGL 2.1. (I prefer hard copy for ease of browsing, except when my hard copy isn't with me.)

    OpenGL is going through an uncomfortable transition, and the other reviews slam this book for an issue with OpenGL, not this book. My newest hardware, bought within the week, "only" supports OpenGL 2.1, which is fine by me. Sure, these OpenGL manuals are expensive, and many of us have obsolete editions on our bookshelves, but that's no reason to buy an edition that is "too new" for one's hardware. Value your time, and buy exactly the edition that matches your current hardware.
  • Ramón
    5.0 out of 5 stars Imprescindible
    Reviewed in Spain on 30 May 2013
    Format: PaperbackVerified Purchase
    Creo que es la mejor opción para adquirir un conocimiento sólido de OpenGL, los ejemplos son muy buenos y las explicaciones aclaran perfectamente temas que en otros libros o pasan por alto o bien no acaban de explicar bien.
    Recomendaría este libro a todo aquel que quiera profundizar en OpenGL o que simplemente quiera iniciarse.
    Report
  • Faikus
    1.0 out of 5 stars Großteils veraltet
    Reviewed in Germany on 11 August 2009
    Format: PaperbackVerified Purchase
    Ich habe vom Red Book bisher nur die frei verfügbare online Ausgabe gekannt. Da mir der Erklärstil des Autors sehr zusagt, die online Version des Buches aber relativ alt ist, habe ich mir das neue Red Book vorbestellt. Ich hatte gehofft, eine Einführung in die aktuelle OpenGL Version, die sich von den alten doch recht stark unterscheidet, im gewohnt guten Erklärstil zu bekommen. Die gute Nachricht ist, dass der Erklärstil weiterhin hervorragend ist. Die schlechte Nachricht: er ist deswegen so gut geblieben, weil das Buch so gut wie gar nicht überarbeitet wurde. Es mag für diejenigen geeignet sein, denen es sehr wichtig ist, alten OpenGL Code pflegen zu können. Wer aber wie ich am liebsten gleich in die neueste Version einsteigen und keine oder wenig Zeit mit Techniken, die auf Grund von Inkonsistenzen oder langsamer Performanz ersetzt wurden, vergeuden möchte, sollte sich die einleitenden Anmerkungen der Kapitel durchlesen, bevor er das Buch kauft:

    Kapitel 4 -- Color:
    "In OpenGL Version 3.1, many of the techniques and functions described in this chapter were removed through deprecation..."

    Kapitel 5 -- Lighting:
    "In OpenGL Version 3.1, many of the techniques and functions described in this chapter were removed through deprecation..."

    Kapitel 7 -- Display Lists:
    "In 3.1, all of the techniques and functions described in this chapter were removed through deprecation."

    Kapitel 8 -- Drawing Pixels, ...
    "Much of the functionality discussed in this chapter was deprecated in OpenGL Version 3.0, and was removed from Version 3.1..."

    Kapitel 10 -- The Framebuffer
    "In 3.1, some of the techniques and functions described in this chapter were removed through deprecation..."

    Kapitel 11 -- Tessellators and Quadrics
    "In 3.1, some of the techniques and functions in this chapter were likely affected by deprecation..."

    Kapitel 12 -- Evaluators and NURBS
    "In 3.1, all of the techniques and functions described in this chapter were removed through deprecation..."

    Kapitel 13 -- Selection and Feedback
    "In 3.1, all of the techniques and functions described in this chapter were removed through deprecation."

    Wie gesagt, für das Buch spricht der Stil des Autors und die Tatsache, dass weiterhin viel Code auf den alten Versionen aufbaut. Eine "reine", überarbeitete Einführung in das neue OpenGL ist es aber nicht.
  • Udonkin
    2.0 out of 5 stars イマイチ
    Reviewed in Japan on 19 February 2011
    Format: PaperbackVerified Purchase
    リファレンスとして使うならまだしも、これを学習に使うには少し厳しくないかと思う。
    関数の解説がしっかりできていたり、動作が細かく書いてあったり全く使えないというわけではないが、この本がカバーしているのはバージョン1から3.1までで、それらが境界線無しに入り乱れになっているのでとにかく読みわけし辛い。
    だからサンプルコード丸ごとかいても動かないときがある。
    OpenGL初心者にはお勧めできないです…

    ここらへんで3以下は全部切り捨て、リフレッシュしてほしいものです。
    少なくともDisplayListの章は丸ごと排除してもいいものな気がします。

    折角の公式本ですし、期待していましたが、少し残念な気がしました。
  • Sean Richards
    5.0 out of 5 stars OpenGL time.
    Reviewed in the United States on 9 June 2015
    Format: PaperbackVerified Purchase
    I purchased this book a long time ago. OpenGL has gone through many revisions since then. It seems like in todays industry there is a hope to make OpenGL the industry standard and cross platform.