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OpenGL SuperBible: Comprehensive Tutorial and Reference, 5th Edition

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Product Author Bios

Richard S. Wright Jr.  is the founder and president of Starstone Software System, where he develops multimedia simulation software using OpenGL. He is a former Real 3D representative to the OpenGL ARB and has delivered multiple commercial applications that use OpenGL extensively, including games, scientific and medical applications, database visualization, and educational software. Nick Haemel has been leading 3D graphics hardware/software architecture design and development for 8 years at ATI and AMD. He has contributed to OpenGL standards 3.0, 3.1 and 3.2. Graham Sellers is the OpenGL manager at AMD, and an active ARB participant.

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.

Customer Reviews

82 of 85 people found the following review helpful
3.0 out of 5 stars The 4th edition is better, this one will soon be forgotten., February 26, 2011
By 
Zenja Solaja "Do you Haiku?" (Melbourne, Australia) - See all my reviews
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This review is from: OpenGL SuperBible: Comprehensive Tutorial and Reference (5th Edition) (Paperback)
I've learned OpenGL thanks to Richards books (the 2nd and 4th editions of the SuperBible), and today work as a professional 3D game engine programmer. Those books are very educational, and allow a newcomer to learn OpenGL faster than any other OpenGL programming book I've found. The 5th edition focuses on the new "core" OpenGL profile, which has deprecated the legacy "fixed function" API. The authors admit that they had a difficult task when rewriting the SuperBible - how do they lower the barrier of entry to a new API which is not beginner friendly? Their solution was to create a new OpenGL toolkit which simplifies access to core OpenGL. And this is the biggest issue with the 5th edition of the SuperBible - the book explains their custom toolkit, and not OpenGL itself. What a disappointment for someone wanting to learn modern OpenGL.

My recommendation for new comers to OpenGL and 3D programming: get the 4th edition of the SuperBible, and then grab the OpenGL ES 2.0... Read more
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69 of 74 people found the following review helpful
5.0 out of 5 stars Excellent tutorial and reference, September 7, 2010
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This review is from: OpenGL SuperBible: Comprehensive Tutorial and Reference (5th Edition) (Paperback)
For years, books in the OpenGL SuperBible series were recommended for anyone looking for an excellent tutorial and thorough coverage of OpenGL features. But up to OpenGL 2.0, programming in OpenGL was done through the fixed function pipeline, and the OpenGL SuperBible books were the best place to start learning that. With GLSL introduced in OpenGL 2.0, OpenGL supported both the traditional fixed function pipeline and a new programmable pipeline where you can write your own shader programs and have much more control over the graphic card. OpenGL 2.0 tried to have the best of both worlds: if you liked the old OpenGL then you can use it, and if you wanted to experiment with modern OpenGL you can use that as well. That resulted in a huge API with conflicting design goals. This conflict can be seen in the OpenGL(R) SuperBible: Comprehensive... Read more
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9 of 10 people found the following review helpful
3.0 out of 5 stars Love the book, samples/examples are disappointing, August 22, 2010
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This review is from: OpenGL SuperBible: Comprehensive Tutorial and Reference (5th Edition) (Paperback)
The superbible lays out the OpenGL 3 core profile in a brief but thorough enough manner. This is currently the only book on the market that doesn't resort to the now deprecated immediate mode for OpenGL. It gives good coverage of all the basic and more advanced techniques of rendering, and successfully walks the fine line of keeping you motivated (through rewarding examples) and giving you a thorough enough education such that you aren't going to be completely stumped when you step off the beaten path.

The examples bundled with the book are however quite patchy, many fail to run successfully on Vista with a Nvidia GTX 280 (an OpenGL 3 capable card).

I'd change my review to a 5 once the issues with the samples get sorted out, as this book is a delight to read and Wright's teaching experience rings through in the pacing of the book.
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Online Sample Chapter

Basic Rendering in OpenGL

Table of Contents

Preface to the Fifth Edition  xxi

Preface to the Fourth Edition  xxiii

Preface to the Third Edition  xxvi

Introduction  1

PART I Basic Concepts  7

1 Introduction to 3D Graphics and OpenGL  9

2 Getting Started  33

3 Basic Rendering  79

4 Basic Transformations: A Vector/Matrix Primer  125

5 Basic Texturing  179

6 Thinking Outside the Box: Nonstock Shaders  229

7 More Advanced Texture Topics  289

PART II Intermediate to Advanced Ideas  321

8 Buffer Objects: Storage Is Now in Your Hands  323

9 Advanced Buffers: Beyond the Basics  359

10 Fragment Operations: The End of the Pipeline  391

11 Advanced Shader Usage  411

12 Advanced Geometry Management  471

PART III Platform-Specific Notes  539

13 OpenGL on Windows  541

14 OpenGL on OS X  569

15 OpenGL on Linux  597

16 OpenGL ES on Mobile Devices  619

Appendix A Further Reading  653

Appendix B Glossary  655

Appendix C OpenGL Man Pages for (Core) OpenGL 3.3  661

Index  939

 
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