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“Wow! This book is basically one-stop shopping for OpenGL information. It is the kind of book that I will be reaching for a lot. Thanks to Dave, Graham, John, and Bill for an amazing effort.”
—Mike Bailey, professor, Oregon State University
“The most recent Red Book parallels the grand tradition of OpenGL; continuous evolution towards ever-greater power and efficiency. The eighth edition contains up-to-the minute information about the latest standard and new features, along with a solid grounding in modern OpenGL techniques that will work anywhere. The Red Book continues to be an essential reference for all new employees at my simulation company. What else can be said about this essential guide? I laughed, I cried, it was much better than Cats—I’ll read it again and again.”
—Bob Kuehne, president, Blue Newt Software
“OpenGL has undergone enormous changes since its inception twenty years ago. This new edition is your practical guide to using the OpenGL of today. Modern OpenGL is centered on the use of shaders, and this edition of the Programming Guide jumps right in, with shaders covered in depth in Chapter 2. It continues in later chapters with even more specifics on everything from texturing to compute shaders. No matter how well you know it or how long you’ve been doing it, if you are going to write an OpenGL program, you want to have a copy of the OpenGL® Programming Guide handy.”
—Marc Olano, associate professor, UMBC
“If you are looking for the definitive guide to programming with the very latest version of OpenGL, look no further. The authors of this book have been deeply involved in the creation of OpenGL 4.3, and everything you need to know about the cutting edge of this industry-leading API is laid out here in a clear, logical, and insightful manner.”
—Neil Trevett, president, Khronos Group
Dave Shreiner, Director of Graphics and GPU Computing at ARM, Inc., has been active in OpenGL development nearly since its inception. He created the first commercial OpenGL training course and has taught OpenGL programming for twenty years.
Graham Sellers, coauthor of OpenGL® SuperBible, manages OpenGL Software Development at AMD. He authored many OpenGL feature specifications and helped bring OpenGL ES to desktop computers.
John Kessenich, OpenGL Shading Language Specification Editor, consults at LunarG, Inc., building compiler technology for GLSL. He helped develop OpenGL 2.0 and OpenGL ES 2.0 at 3Dlabs and Intel.
Bill Licea-Kane is Principal Member of Technical Staff at AMD, coauthor of OpenGL® Shading Language Guide, and chairs the OpenGL Shading Language technical subgroup.
The code examples available from the web site is not working. It is totally shocking quality. This is totally not a beginner's book. Read morePublished 5 days ago by Elizabeth Ko
Really technical and not written for any beginners. I would recommend taking notes with a pen and paper as the learning curve is steep. Read morePublished 1 month ago by David B.
This edition fails to explain the basics of drawing.
"vertex array object" (VAO) was left a mystery. Read more
My son, the programmer, is very particular about his reference books. Apparently he had done his research and asked for this specific book for Christmas. Read morePublished 7 months ago by DM3147
Great for a beginner to educate themselves about the graphics pipeline, and understand the details of each step in the pipeline processPublished 10 months ago by Anmol Thind
To someone like me new to OpenGL, this book is a little too advanced, as it assumes from the outstart, that you basically know what you do. Read morePublished 11 months ago by T. Prosser
Very nice booke for OpenGL learning.
This Book is the newest versoion of OpenGL.
The details in the book offers well development excamples.
Seven months after publication, the website for this book has "most" of the code samples. The code samples that are provided do not compile. Read morePublished 12 months ago by larrynator