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OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 1.4 (4th Edition) (Networking Technology)
 
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OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 1.4 (4th Edition) (Networking Technology) [Paperback]

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


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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 4.1 (8th Edition) OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 4.1 (8th Edition)
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Book Description

0321173481 978-0321173485 November 13, 2003 4
OpenGL is a powerful software interface used to produce high-quality computer graphics. The OpenGL Programming Guide provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through version 1.2. This fourth edition of the bestselling guide will describe all of the latest features of OpenGL versions 1.3 and 1.4, as well as the important OpenGL ARB extensions. Some of the new features in the core library include cube-mapped texture mapping, multi-texturing, multi-sampled anti-aliasing, depth-texturing and shadows, and advanced texture application modes. Most importantly, the ARB vertex and fragment program extension (commonly referred to as "shaders") will be introduced. Many new example programs and color slides have been incorporated as well. As with all of the previous editions, this one was developed under the auspices of the OpenGL Architecture Review Board, and industry consortium responsible for guiding the evolution of OpenGL, and written by some of the most influential developers in the field. Any developer incorporating graphics into his or her programs will want a copy of this authoritative


Editorial Reviews

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 and color bitmaps and images.

The OpenGL Programming Guide, Fourth Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through version 1.2. This fourth edition of the best-selling guide describes all of the latest features of OpenGL versions 1.3 and 1.4, as well as the important OpenGL Architecture Review Board (ARB) extensions.

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 fourth edition has been extensively updated to include the newest features of OpenGL, versions 1.3 and 1.4, including:

  • Cube-mapped texture mapping
  • Multitexturing
  • Multisampled antialiasing
  • Depth texturing and shadows
  • Advanced texture application modes
  • Most importantly, the ARB vertex and fragment program extension is introduced. Many new example programs have been incorporated as well.



    0321173481B10282003

    About the Author



    0321173481AB08192003

    Product Details

    • Paperback: 816 pages
    • Publisher: Addison-Wesley Professional; 4 edition (November 13, 2003)
    • Language: English
    • ISBN-10: 0321173481
    • ISBN-13: 978-0321173485
    • Product Dimensions: 8.7 x 7.5 x 1.6 inches
    • Shipping Weight: 2 pounds
    • Average Customer Review: 4.3 out of 5 stars  See all reviews (9 customer reviews)
    • Amazon Best Sellers Rank: #1,071,980 in Books (See Top 100 in Books)

    More About the Author

    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.

    Most recently, Dave joined long-time collaborator and fellow author, Ed Angel, in updating his textbook - "Interactive Computer Graphics" - to a new shader-only format, and is currently working on revising the "OpenGL Programming Guide" to reflect the most recent changes in OpenGL.

    Dave lives with Vicki and their cat Phantom, splitting their time between their home in Mountain View and Sonoma County in California's wine country.

     

    Customer Reviews

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    4.3 out of 5 stars (9 customer reviews)
     
     
     
     
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    17 of 17 people found the following review helpful:
    5.0 out of 5 stars An Excellent Beginning Reference for OpenGL, November 21, 2004
    This review is from: OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 1.4 (4th Edition) (Networking Technology) (Paperback)
    When learning computer graphics, theory relies upon some sort of actual rendering environment to make life a lot easier for the programmer. This text helps to alleviate these problems by making the OpenGL architecture available in a structured way. The most positive aspects of the text are its pure devotion to teaching OpenGL as well as its copious, yet succinct examples provided for the presented topics.

    The text does not proclaim to be a full text for teaching computer graphics. It claims to be a guide to programming using OpenGL. It completely fulfills that claim. While it does not treat every aspect of OpenGL, the text presents the major topics which are important in writing programs that will render their 3D graphics using OpenGL. It progresses from simple topics through more advanced topics in a seemless way and also is noted in such a way that it functions as an excellent reference when memory alone can not remember syntax for rendering functions.

    The code provided with the book provides examples of topics that are presented but do not overwhelm the reader. It is an awful thing to buy a book and have it be predominantly code. Everything presented is succinct, expressing only the newly presented facets of OpenGL. This is grand when one wants to see how a given new topic may be implemented.

    It would probably be best to view this text as an ancillary text for learning computer graphics. It is important to remember that the mathematics and algorithms necessary for thorough graphics simulation are of prime importance. However, after the mathematics and algorithms are known, one must know how to perform the operations necessary to render their worlds in the context of a 3D rendering library. This book allows for learning that for the OpenGL rendering architecture.
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    7 of 7 people found the following review helpful:
    5.0 out of 5 stars Required reading for all OpenGL programmers, March 7, 2005
    This review is from: OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 1.4 (4th Edition) (Networking Technology) (Paperback)
    This is a concise, easy to read tutorial and reference for OpenGL programmers. The examples are easy to reuse and short enough that they don't bog you down in irrelevant details. The book is well organized. You can read it cover to cover or just skip right to the topic that you're interested in.

    I found the section on the GLU tessellator invaluable. The chapters on viewing and lighting are the easiest to follow discussions of these topics that I've ever read.

    Programmers with no previous graphics experience will be able to follow this book and become productive with basic OpenGL operations.

    My only complaint is that it's not longer. It gives you enough information to get started and complete most tasks but won't answer your very specific questions. But there's plenty of information elsewhere on more advanced topics.
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    7 of 7 people found the following review helpful:
    4.0 out of 5 stars Good introduction to OpenGL, September 3, 2004
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    This review is from: OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 1.4 (4th Edition) (Networking Technology) (Paperback)
    I've been working with graphics for about 5 years, using an abstracted library. When I had to take over the library, this book provided me an excellent introduction to the use of OpenGL. This book is very good for learning how to use OpenGL, and specific commands, and is presented in a relatively logical order. I keep a copy of this on my bookshelf next to a copy of the OpenGL Super Bible, which is a little better as a pure reference guide. Between the two (and MSDN) I can figure out pretty much any problem, one way or another.
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