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OpenGL SuperBible: Comprehensive Tutorial and Reference, 5th Edition
- By Richard Wright, Nicholas Haemel, Graham M. Sellers, Benjamin Lipchak
- Published Jul 23, 2010 by Addison-Wesley Professional. Part of the OpenGL series.
- Copyright 2011
- Dimensions: 7-3/8 X 9-1/8
- Pages: 1008
- Edition: 5th
- Book
- ISBN-10: 0-321-71261-7
- ISBN-13: 978-0-321-71261-5
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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.
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82 of 85 people found the following review helpful
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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
69 of 74 people found the following review helpful
Amazon Verified Purchase(What's this?)
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...
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9 of 10 people found the following review helpful
Amazon Verified Purchase(What's this?)
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
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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