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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.
TheOpenGL®Programming Guide, Seventh Edition,provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 2.1. This seventh edition of the best-selling “red book describes the latest features of OpenGL Versions 3.0 and 3.1. 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 seventh edition has been updated to include the newest features of OpenGL Versions 3.0 and 3.1, including
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 Khronos OpenGL ARB Working Group, an industry consortium responsible for guiding the evolution of OpenGL and related technologies.
Dave Shreiner, director of graphics technology 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. He is coauthor of the OpenGL ES 2.0 Programming Guide (Addison-Wesley, 2009) and the OpenGL ® Reference Manual (Addison-Wesley, 2004), and is series editor for Addison-Wesley’s OpenGL Series.
Don't buy this book if you don't already know openGl inside and out. The book mostly focuses on some wrapper classes and a small framework developed by the author. Read morePublished 3 months ago by Marc Holman
I purchased this book a long time ago. OpenGL has gone through many revisions since then. It seems like in todays industry there is a hope to make OpenGL the industry standard... Read morePublished 5 months ago by Sean P. Richards
This is the textbook for my computer graphics class, and it is much more useful than the one I had the last time I took a graphics class. Read morePublished on September 22, 2012 by K. Hansen
I've programming using OpenGL for over a decade. In the early years, the "red book" book used to be my standard reference. Read morePublished on June 16, 2012 by MV
1. Learn OpenGL straight from the horse's mouth
2. Authoritative reference
3. A few good tutorials
1. Read more
Current list of books that I have found work- C Primer Plus(Sams), Xhtml(thomson), Flash CS4 digital Classroom(Gerantabee, yes I had buyers remourse as it was easy), Programming... Read morePublished on January 17, 2010 by Alison Daly