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OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2.1 (6th Edition)
 
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OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2.1 (6th Edition) [Paperback]

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


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There is a newer edition of this item:
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

0321481003 978-0321481009 August 9, 2007 6

OpenGL® Programming Guide, Sixth Edition

OpenGL is a powerful software interface used to produce high-quality, computergenerated images and interactive applications using 2D and 3D objects, bitmaps, and color images.

The OpenGL® Programming Guide, Sixth Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 2.0. This sixth edition of the best-selling "red book" describes the latest features of OpenGL Version 2.1. 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 sixth edition has been updated to include the newest features of OpenGL Version 2.1, including:

  • Using server-side pixel buffer objects for fast pixel rectangle download and retrieval
  • Discussion of the sRGB texture format
  • Expanded discussion of the OpenGL Shading Language

This edition continues the discussion of the OpenGL Shading Language (GLSL) and explains the mechanics of using this language to create complex graphics effects and boost the computational power of OpenGL.

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.



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, Sixth Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 2.0. This sixth edition of the best-selling "red book" describes the latest features of OpenGL Version 2.1, including expanded coverage 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 sixth edition has been updated to include the newest features of OpenGL Versions 2.1, including:

  • Using server-side pixel buffers objects for fast pixel rectangle download and retrieval
  • Discussion of the sRGB texture format
  • Expanded discussion of the OpenGL Shading Language

This edition continues the discussion of the OpenGL Shading Language (GLSL) and explains the mechanics of using this language to create complex graphics effects and boost the computational power of OpenGL.

About the Author

Dave Shreiner, a computer graphics specialist at ARM, Inc., 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. Dave regularly presents at SIGGRAPH and other conferences worldwide, and is coauthor of the OpenGL® Reference Manual (Addison-Wesley).


Product Details

  • Paperback: 928 pages
  • Publisher: Addison-Wesley Professional; 6 edition (August 9, 2007)
  • Language: English
  • ISBN-10: 0321481003
  • ISBN-13: 978-0321481009
  • Product Dimensions: 8.9 x 7 x 1.9 inches
  • Shipping Weight: 3 pounds
  • Average Customer Review: 3.2 out of 5 stars  See all reviews (5 customer reviews)
  • Amazon Best Sellers Rank: #547,896 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.

 

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17 of 22 people found the following review helpful:
1.0 out of 5 stars an Historical text, October 26, 2008
By 
Clive McCarthy (San Francisco, CA United States) - See all my reviews
(REAL NAME)   
This review is from: OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2.1 (6th Edition) (Paperback)
Don't buy this book. It is simply an accumulation and rehash of all the previous versions lacking the grace of somebody editing out things that have become, to all practical purposes, obsolete.

It will have you believe that certain features of OpenGL are alive and well, when in fact they are archaic, and have been replaced by new facilities in the language. This is not a book that will assist a beginner, it may be of use to a technical historian.

As an example, extensive sample code is provided to illustrate gluBuild2DMipmaps() but no code is provided for the more uptodate GL_GENERATE_MIPMAPS and there is no explanation of it's use with borders...

If you are beginning OpenGL look elsewhere.
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2 of 3 people found the following review helpful:
5.0 out of 5 stars Excellent Reference, October 8, 2008
This review is from: OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2.1 (6th Edition) (Paperback)
Though you can probably find most of the content in this book on the internet, the OpenGL Programmer's Guide is a great reference when programming using opengl. It has easily understandable explanations for every function, as well as many great examples. When I need to use a refernce to see if there are any functions that suit my needs, I can usually find them faster in this book than through google.
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5.0 out of 5 stars excellent quality, April 3, 2010
Amazon Verified Purchase(What's this?)
This review is from: OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2.1 (6th Edition) (Paperback)
Book came in earlier then expected, in what appeared to be absolutely new condition. There wasn't so much as a bent corner.

The book itself was amazing; Many aspects of OpenGL were covered in very thorough sections. Example code was plentiful and very easy to understand. I recommend this book to anyone with a desire to program in OpenGL or any 3d graphics API.
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