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OpenGL Superbible: The Complete Guide to OpenGL Programming for Windows NT and Windows 95 Paperback – 25 Jan 2000

3.8 out of 5 stars 12 customer reviews

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Product details

  • Paperback: 736 pages
  • Publisher: QUE; 2 edition (25 Jan. 2000)
  • Language: English
  • ISBN-10: 1571691642
  • ISBN-13: 978-1571691644
  • Product Dimensions: 19.3 x 4.6 x 23.4 cm
  • Average Customer Review: 3.8 out of 5 stars  See all reviews (12 customer reviews)
  • Amazon Bestsellers Rank: 2,261,402 in Books (See Top 100 in Books)

Product Description

Amazon Review

The OpenGL SuperBible lives up to its name: nearly 700 pages of examples, function descriptions and code snippets for the Windows-based programmer trying to get up to speed on coding OpenGL graphics.

This new edition has been revised and updated to include OpenGL 1.2, which offers more features and tighter integration with hardware accelerators than any earlier version. Sections are logically broken down into graphics fundamentals and an introduction to OpenGL, the "Meat and Potatoes" of OpenGL rendering and the specifics of OpenGL programming for Windows.

Long on examples and function descriptions, the book is a bit short on pictures, colour plates and screen shots. However, the accompanying CD-ROM has all the examples used in the book, some other exciting examples of OpenGL programming (the flight simulator with the terrain generator is remarkably smooth, for example) and the OpenGL library toolkits (GLUT 3.7, MESA 3, ZLIB 1.1.3 and others). It doesn't contain, however, a searchable electronic version of the book, which would have been very valuable given its complexity. But the book is thorough, and it covers every aspect of OpenGL programming, making it a good reference for anyone who codes for graphics applications, in spite of its shortcomings. --Mike Caputo

Synopsis

OpenGL SuperBible, Second Edition is a comprehensive, hands-on guide that provides everything you need to program with the new version of OpenGL. Find the necessary guidance in applying complex concepts-such as drawing in space; points, lines, and polygons; moving around in space; color, lighting, and materials; Raster graphics in OpenGL; texture mapping; 3D modeling and object composition; fog and blending visual effects; curves and surfaces; OpenGL pixel format and rendering context; non-Windows rendering; and more.

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Customer Reviews

Top Customer Reviews

Format: Paperback
I bought this book because I wanted to learn OpenGL. For that purpose, this book is brilliant. However, nowhere does it state on this site that you need to be a Win32 programmer to actually implement any of what this book teaches you. Using the GLUT library is an excellent choice for the first section of the book, but when you get to the second part you need Windows programming experience, and the third section focuses in detail on the Windows implementation of this knowledge (creating windows in which to run the OpenGL commands, etc). This Windows knowledge requirement is mentioned on the back of the book, but not here. As for the rest of the book, it's presentation is perfect, complex subjects are explained well, and the writer has a friendly and understanding style. It is not for the novice (considerable C experience is required, expect 2D arrays, that kind of wierd stuff), but intermediate to advanced people will find this a very good all-rounder on OpenGL. Now I need a book on Windows programming.....
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By A Customer on 22 Nov. 2002
Format: Paperback
This book falls some way short of being a superbible. It's also a bit of a jekyll and hyde book. Half the chapters are pretty good, and the other half seem like they've been hacked together at the last minute with little thought put into them.
Some chapters, such as the texture mapping chapter, are pretty difficult to comprehend if you are a complete beginner to OpenGL. The basic concepts of getting a textured 2D quad on the screen are not covered well at all and I had to look at a few more resources before I could actually do this.
I also found it a bit suprising that a lot of important OpenGL functions are never mentioned at all in the book, make the superbible title a bit of a joke.
Despite it's bad points, I did learn a lot of OpenGL from this book, but it's certainly in no way a superbible. A good / if patchy introduction maybe.
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Format: Paperback
I'm a university student and that means I have to buy books. During my course I had to write a dissertation, foolishly I choose to write one on a topic relating to computer graphics. Anyone who knows anything about modern realtime graphics knows that OpenGL is the dogs dangly bits when it comes down to it. This book has let me (almost) painlessly learn the basics and the advanced aspects of OpenGL. It makes a good supplement to the excellent tutorial site hosted be NeHe ... and expands on a lot of the topics covered there.
Well worth checking out if you want to do some OpenGL programming. It's also worth noting that this, second, edition is actually cheaper than the first release.
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Format: Paperback
I don't want to reiterate what has already been said about this book, suffice to say that the missing textures on the CD are a let down and that there are some pretty big gaps in some of the topics not to mention the fact that the writers gloss over many things.
My main problem witht his book is the source code on the CD. Even though the projects are prepared as VC++ projects it seems to me that they were prepared on a Unix system. The indentation is extremely eratic and inconsistant. Also the programmers coding style is awful. In my opinion indenting braces with code is a bad way to layout code, especially when people are trying to learn from it.
All this said, the book is still informative and WILL learn you OpenGL.
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By A Customer on 15 Jun. 2000
Format: Paperback
I bought this book being experienceed in C++ and wanting to learn OpenGL with very little background knowledge in it. The layout of the book is excellent, and one of the reasons I found it so easy to pick up and read. I learnt the basics in a few days and I am now on to lighting etc. I put it all down to the great explanations in the book, it makes it so easy to learn. A must for any beginner, and it goes into enough depth for anyone looking to learn more. Its also a great reference, with sections summarising any commands used at the end of each chapter.
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By A Customer on 5 July 2001
Format: Paperback
I relied heavily on my pre-existing knowledge (degree level) of OpenGL to actually learn anything from this book. The relationship between the book and CDROM isn't up to scratch and the book expects a study of .txt files in OpenGL to teach rather than teaching the reader through explanation. The CDROM texture mapping examples dont work because the author "forgot" or something to put in image files. However, if you want to learn both terrain creation (using gl_triangle_strip), fog effects, texture mapping and some Windows Programming then this book may be what yer looking for ?
The book is full of gaps and seems to forget that the readers may be people who have NEVER done OpenGL before. The explanations talk to a five year old, but the examples are for graduates. The code examples for simpler concepts take liberties by including more advanced, uncovered stuff. At times in this book I sensed that the author must have been staying up all night at 2.00am and getting confused.
But there again I did learn a bit of Windows Programming along the way.
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