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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2, 5th Edition Paperback – August 11, 2005

ISBN-13: 978-0321335739 ISBN-10: 0321335732 Edition: 5th

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Product Details

  • Paperback: 896 pages
  • Publisher: Addison-Wesley; 5th edition (August 11, 2005)
  • Language: English
  • ISBN-10: 0321335732
  • ISBN-13: 978-0321335739
  • Product Dimensions: 9.6 x 7.2 x 3.9 inches
  • Shipping Weight: 7 pounds
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (12 customer reviews)
  • Amazon Best Sellers Rank: #638,157 in Books (See Top 100 in Books)

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, bitmaps, and color images.

The OpenGL® Programming Guide, Fifth Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 1.4. This fifth edition of the best-selling "red book" describes the latest features of OpenGL Versions 1.5 and 2.0, including the introduction of the OpenGL Shading Language.

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 fifth edition has been extensively updated to include the newest features of OpenGL Versions 1.5 and 2.0, including:

  • Storage of vertex arrays in buffer objects for faster rendering
  • Occlusion queries for course-grain visibility testing
  • Non-power-of-two dimensioned texture maps
  • Point sprites
  • Separate stencil operations for RGB and alpha
  • Rendering to multiple color buffers using GLSL

Most importantly, this edition discusses the OpenGL Shading Language (GLSL) and explains the mechanics of using this new language to create complex graphics effects and boost the computational power of OpenGL.



About the Author

Dave Shreiner, a leading OpenGL consultant, 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.



Customer Reviews

4.5 out of 5 stars
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It is well structured and easy to follow with lots of examples.
Javier Taibo
So, assuming you already have a good grasp of computer graphics programming concepts and can already program in the C language, this guide is probably your best bet.
calvinnme
Some of the topics take more than a brief reading to fully sink-in...at least they did for me!
Rob Wehrli

Most Helpful Customer Reviews

33 of 35 people found the following review helpful By calvinnme HALL OF FAMETOP 500 REVIEWERVINE VOICE on September 20, 2005
Format: Paperback
For those graphic programmers who think that Java3D requires that you program at too high a level and want more elementary control over their graphics operations, OpenGL is probably a good choice for a graphics programming API. So, assuming you already have a good grasp of computer graphics programming concepts and can already program in the C language, this guide is probably your best bet. If you don't already know these things, you will be completely lost trying to read this book. The book starts out in chapter one showing the reader exactly what OpenGL can and cannot do. Supporting code and instructive figures are supplied. The next few chapters deal with performing basic graphics tasks by using the OpenGL API. Topics included are viewing, display lists, color, lighting, blending, antialiasing, and fog. Again, if you are not already familiar with how to write pseudocode for these type of graphics tasks, you need to find a good basic computer graphics text and learn the techniques first. The next part of the book moves on to slightly more advanced topics such as texture mapping, tessellators, quadrics, and NURBs all from the standpoint of "How do I do this in OpenGL?". The chapter entitled "Now That You Know" is especially valuable to the experienced graphics programmer. Unlike previous chapters, this chapter presents a collection of examples of higher-level graphics capabilities and some incomplete OpenGL code for those examples. The reader is expected to flesh out the code to get a running graphics program, and the book does point this fact out. Chapter 15, "OpenGL 20 and the OpenGL Shading Language", is the only truly new material in this 5th edition of the OpenGL programming guide.Read more ›
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9 of 10 people found the following review helpful By Rob Wehrli on January 11, 2007
Format: Paperback Verified Purchase
OpenGL isn't a beginner's topic. It is a (seemingly) complex world of graphics processing at the lowest levels. It is not for the timid or mathematically illiterate. This book addresses the topic in a very logical manner. When you know and understand OpenGL, it is easy to understand that some elements of a logical progression do not necessarily make the best sense to a newcomer to the technology. When first embracing OpenGL, there is a relatively steep on-ramp for some kinds of thinkers. So what's new? Everyone thinks a bit differently.

This book will point your thinking in the direction of OpenGL. It takes a very steady, but fundamental course toward that objective. It is not full of fluff, nor does it attempt to overwhelm the uninitiated with superfluous content. It does a really good job at combining elements of the nitty-gritty of OpenGL code with the practices and underlying architecture of the OpenGL system as implemented by the standards-conformant graphics hardware/drivers. It has a very comprehensive expose of the OpenGL pipeline and every reasonable aspect of using OpenGL at the fundamental level and with the GLUT.

My copy of this book is well-worn from countless flippings back-n-forth of pages and chapters as I continue to extract useful information about OpenGL from it. Perhaps it deserves 5 stars, but I have no frame of reference nor am I a gift to OpenGL programmers, so I rate it conservatively at 4.5 stars.

The book reads very easily. It is not wordy or overly terse. It does assume that you've had at least fundamental mathematics representative of college-level computer science majors.
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6 of 6 people found the following review helpful By Amazon Customer on November 6, 2006
Format: Paperback Verified Purchase
In few words: a complete guide to learning OpenGL.

It includes GLUT, making it very useful to practical applications.

Also an introduction to OpenGL Shading Language.

Lot of samples. Working samples.
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3 of 3 people found the following review helpful By Javier Taibo on January 6, 2007
Format: Paperback
Great book for learning OpenGL from begin to end as well as a reference manual. It is well structured and easy to follow with lots of examples. Quite complete. Recommended for people really interested in learn all about OpenGL.
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2 of 2 people found the following review helpful By S. Mills on July 24, 2006
Format: Paperback Verified Purchase
This is the definitive OpenGL guide and reference book. It is hands-down the best reference book covering all basic OpenGL operations. I'm very satisfied with my purchase, and I use it every day.
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1 of 1 people found the following review helpful By Shri on July 1, 2011
Format: Paperback
This book is good if you plan on developing a game engine. If you are hoping to develop mature and polished games then this is not the book. This book is for people who are interested in building game engines like corona sdk, unity, cocos 2d etc. If you want to build games, just go purchase any 2D or 3D game engines and you'll be up and running in no time. Raw OpenGL is not a practical way to build mature and polished games.
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