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OpenGL SuperBible: Comprehensive Tutorial and Reference (5th Edition) [Paperback]

Richard S. Wright , Nicholas Haemel , Graham Sellers , Benjamin Lipchak
3.5 out of 5 stars  See all reviews (31 customer reviews)

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OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition) OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition)
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Book Description

August 2, 2010 0321712617 978-0321712615 5

OpenGL® SuperBible, Fifth Edition is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 3.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the API and essential associated programming concepts. Readers will find up-to-date, hands-on guidance on all facets of modern OpenGL development, including transformations, texture mapping, shaders, advanced buffers, geometry management, and much more. Fully revised to reflect ARB’s latest official specification (3.3), this edition also contains a new start-to-finish tutorial on OpenGL for the iPhone, iPod touch, and iPad.

 

Coverage includes

• A practical introduction to the essentials of real-time 3D graphics

• Core OpenGL 3.3 techniques for rendering, transformations, and texturing

• Writing your own shaders, with examples to get you started

• Cross-platform OpenGL: Windows (including Windows 7), Mac OS X, GNU/Linux, UNIX, and embedded systems

• OpenGL programming for iPhone, iPod touch, and iPad: step-by-step guidance and complete example programs

• Advanced buffer techniques, including full-definition rendering with floating point buffers and textures

• Fragment operations: controlling the end of the graphics pipeline

• Advanced shader usage and geometry management

• A fully updated API reference, now based on the official ARB (Core) OpenGL 3.3 manual pages

• New bonus materials and sample code on a companion Web site, www.starstonesoftware.com/OpenGL

 

Part of the OpenGL Technical Library–The official knowledge resource for OpenGL developers

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.


Frequently Bought Together

OpenGL SuperBible: Comprehensive Tutorial and Reference (5th Edition) + OpenGL Shading Language (3rd Edition) + OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1 (7th Edition)
Price for all three: $136.05

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Editorial Reviews

About the Author

Richard S. Wright, Jr., is a Senior Software Engineer for Software Bisque, where he develops multimedia astronomy and planetarium software using OpenGL. A former Real 3D representative to the OpenGL ARB, he has written many OpenGL-based games, scientific and medical applications, database visualization tools, and educational programs.

Nicholas Haemel has led 3D graphics hardware/software architecture design and development for eight years at ATI and AMD, and contributed to OpenGL standards 3.0, 3.1, 3.2, and 3.3.

Graham Sellers is a manager in the OpenGL group at AMD and leads a team of OpenGL software developers working on AMD’s OpenGL drivers. He represents AMD at the ARB, has authored many OpenGL extensions, and contributed to the OpenGL 3.2, 3.3, and 4.0 specifications.

Benjamin Lipchak, Software Engineering Manager at Apple, leads a team working on graphics developer technologies and benchmarks, and is responsible for OpenGL ES conformance of iPhone and iPod touch. He formerly managed an OpenGL ES driver team at AMD and led the Khronos OpenGL ecosystem group, where he established the OpenGL SDK and OpenGL Pipeline newsletter.


Product Details

  • Paperback: 1008 pages
  • Publisher: Addison-Wesley Professional; 5 edition (August 2, 2010)
  • Language: English
  • ISBN-10: 0321712617
  • ISBN-13: 978-0321712615
  • Product Dimensions: 7.4 x 2 x 9 inches
  • Shipping Weight: 3.6 pounds (View shipping rates and policies)
  • Average Customer Review: 3.5 out of 5 stars  See all reviews (31 customer reviews)
  • Amazon Best Sellers Rank: #175,620 in Books (See Top 100 in Books)

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Customer Reviews

I was expecting way more from this book. Guillermo Amaral  |  3 reviewers made a similar statement
This book is very informative and thorough in its coverage. Preet Kukreti  |  2 reviewers made a similar statement
Most Helpful Customer Reviews
82 of 85 people found the following review helpful
Format:Paperback|Amazon Verified Purchase
I've learned OpenGL thanks to Richards books (the 2nd and 4th editions of the SuperBible), and today work as a professional 3D game engine programmer. Those books are very educational, and allow a newcomer to learn OpenGL faster than any other OpenGL programming book I've found. The 5th edition focuses on the new "core" OpenGL profile, which has deprecated the legacy "fixed function" API. The authors admit that they had a difficult task when rewriting the SuperBible - how do they lower the barrier of entry to a new API which is not beginner friendly? Their solution was to create a new OpenGL toolkit which simplifies access to core OpenGL. And this is the biggest issue with the 5th edition of the SuperBible - the book explains their custom toolkit, and not OpenGL itself. What a disappointment for someone wanting to learn modern OpenGL.

My recommendation for new comers to OpenGL and 3D programming: get the 4th edition of the SuperBible, and then grab the OpenGL ES 2.0 Programming Guide to learn about the "core" OpenGL profile. With OpenGL ES 2.0 (embedded systems), the Khronnos group have removed all the legacy accessors from OpenGL, and left only the bare minimal needed to create 3D applications using programmable shaders. The Khronnos group did such a good job with ES 2.0, that they decided to remove all legacy code from core OpenGL as well, and today (with the exception of geometry shaders), OpenGL ES2.0 and OpenGL 4.1 are essentially the same API. The ES2.0 programming guide also explains modern 3D graphics hardware design better than any other book I've discovered, and more importantly, it not only explains how to access the hardware using the new API, it explains WHY the API evolved to what it is today. Why is there a limit to number of attributes? What are the benefits of packing attributes? How to pack them? etc. All of this is covered in the ES 2.0 book. Richard Wright's SuperBible ignores them. The WHY is more important than the HOW.

Hopefully, Richard will correct his mistake with the 5th edition, and a rewritten 6th edition will be something magnificant.
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69 of 74 people found the following review helpful
5.0 out of 5 stars Excellent tutorial and reference September 7, 2010
Format:Paperback|Amazon Verified Purchase
For years, books in the OpenGL SuperBible series were recommended for anyone looking for an excellent tutorial and thorough coverage of OpenGL features. But up to OpenGL 2.0, programming in OpenGL was done through the fixed function pipeline, and the OpenGL SuperBible books were the best place to start learning that. With GLSL introduced in OpenGL 2.0, OpenGL supported both the traditional fixed function pipeline and a new programmable pipeline where you can write your own shader programs and have much more control over the graphic card. OpenGL 2.0 tried to have the best of both worlds: if you liked the old OpenGL then you can use it, and if you wanted to experiment with modern OpenGL you can use that as well. That resulted in a huge API with conflicting design goals. This conflict can be seen in the OpenGL(R) SuperBible: Comprehensive Tutorial and Reference (4th Edition), reflecting the version of OpenGL it covered. The tutorial part focused exclusively on fixed-function OpenGL. That part was excellent and I still use it as a reference when I'm programming for old mobile devices that supported only OpenGL ES 1.0. The book also introduced shaders among other advanced topics in the second part. This introduction didn't really follow from what you learned in the tutorial part. It was a group of separate articles that were written in a different style and tone. I don't doubt you can easily pick it up and learn writing shaders from these chapters, but they didn't really go about teaching you how to write shaders, instead focusing more on showing you cool examples of stuff you can do with shaders. Given that a lot of what you do with shaders requires a mathematical background -- which the 4th edition got around by introducing only what's necessary, someone learning OpenGL without such a background would get confused when suddenly the later chapters are talking about cosines and other concepts.

Eventually, the OpenGL API evolved and the fixed function commands were all deprecated and later moved to a different profile. The new OpenGL was much leaner and only revolves about creating shaders and writing to buffers. The problem is that it's easy to teach the old OpenGL, you don't need to know the underlying details of how light is calculated or how transformations are performed to write a program in fixed function OpenGL. You can get away without teaching anything but basic mathematics, and you could still come up with strong examples. With modern OpenGL, things are different. There is no built in lighting equation, no matrix stack, no functions to rotate an object or set a camera. You have to write all of that yourself. A book teaching modern OpenGL, or the core profile of OpenGL 3.3, needs to teach you not only OpenGL, but also the fundamentals of 3D graphics. Such a book would be quite big, advanced for many users, and wouldn't be able to cover all the features of OpenGL. How can you create a simple and thorough book about modern OpenGL? If you can assume that the reader knows the fixed function pipeline, then it's easier to teach them the new features. But what if you can't assume that?

The authors of OpenGL SuperBible 5 found a way around, and it works quite well. The authors built a library that allows people to start writing impressive programs right away. They don't have to worry about setting up vertex buffer objects, writing shaders, or any of that. This way you can start teaching by giving practical examples, and you slowly teach OpenGL by introducing the concepts behind that library. Make no mistake, this book doesn't teach you to use that specific library, it teaches you OpenGL. Anything you do with the library you will learn to do yourself in OpenGL in later chapters. Shaders are introduced early and follow wonderfully from previous discussion. Many advanced features are covered in detail and you learn how to write shaders, and not just how to copy and paste example code. The result is fantastic; the tutorial part is by far the best introduction to modern OpenGL you'll find. You still don't need a mathematical background, and the 3D math chapter does a good job of introducing all the ingredients you will need to write programs.

The book is divided into 3 parts. The first part is an introduction and tutorial, the second part is about advanced topics such as buffers and dealing with geometry, and the final part is about platform specific issues including a coverage of OpenGL ES for mobile devices. The tutorial part is great and if the book constituted only of this part, it'd definitely be worth buying. The advanced topic coverage is really variable. Some topics are covered in great detail and with useful examples (I really liked the introduction to the geometry shader for example), other topics are introduced in a hurry and just throw examples at you without even explaining what the example is supposed to do or teach. I'm not sure if this is really a bad thing. You need to realize that some of these advanced topics are actually quite advanced, and the book doesn't assume much from the reader. Including them in the book is a benefit because once you've learned more from other sources or from your own experiments you can go back to these chapters and understand them better. None of these chapters is bad, they just don't follow from what you learned from the tutorial part. For example, the basic idea of multisampling is introduced early, which is good for an example where you just enable multisampling and see the result. Later chapters go into the fine details of how multisampling is implemented, based on the basic introduction. If you already understand multisampling then it'd all make sense, but if your only source is the book then it can be hard to follow. Another example is the chapter which introduces buffers, the sample program tries to 'look cool' where a simpler (and uglier) sample would have been more appropriate.

Speaking of the sample programs, the code is generally well written and properly commented. Going through the source code for the book library is a great way to learn. Most of the samples compiled fine on Linux (using the binary Nvidia driver), but some gave me black screens or wrong results. I also had to make some changes to the code to make certain samples work. A few samples don't even come with makefiles for Linux. I sent an email about it to the author and it'll hopefully get fixed eventually. The google code repository where the samples are hosted does get updated so I wouldn't worry much about that.

Summary: if you want to learn modern OpenGL (post 3.0), then get the book. Even if you already have the 4th edition and know a bit about shaders and buffers, you will still benefit from the book because it covers many more advanced topics and I'm sure there will be a thing or two you didn't know about. While I spent some time talking about perceived problems like complex advanced chapters or few samples that don't work, I assure you that it's not as bad as I make it sound. I just thought it was fair to note these minor issues in case there was a 6th edition for OpenGL 5.0! I was worried about two things when I considered getting the 5th edition: (1) I already have the 4th edition so is this an incremental update or something completely new? And (2) if the book uses a library to hide some of the advanced features then does it spend a lot of time on that as opposed to teaching real OpenGL? The answer to the first question is that it's a completely new book that is exclusively about OpenGL 3.3. The answer to the second question is, like I said earlier, that the book library is there for a purpose, which is ultimately teaching you how to do things with nothing but OpenGL. I apologize for writing so much, I never wrote a book review before. :)

Shorter summary: buy the book!
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9 of 10 people found the following review helpful
3.0 out of 5 stars Love the book, samples/examples are disappointing August 22, 2010
Format:Paperback|Amazon Verified Purchase
The superbible lays out the OpenGL 3 core profile in a brief but thorough enough manner. This is currently the only book on the market that doesn't resort to the now deprecated immediate mode for OpenGL. It gives good coverage of all the basic and more advanced techniques of rendering, and successfully walks the fine line of keeping you motivated (through rewarding examples) and giving you a thorough enough education such that you aren't going to be completely stumped when you step off the beaten path.

The examples bundled with the book are however quite patchy, many fail to run successfully on Vista with a Nvidia GTX 280 (an OpenGL 3 capable card).

I'd change my review to a 5 once the issues with the samples get sorted out, as this book is a delight to read and Wright's teaching experience rings through in the pacing of the book.
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Most Recent Customer Reviews
4.0 out of 5 stars Must have
I never try to only buy one book on a subject but if you can only buy one... buy this one.
Published 3 months ago by samuel provencher
5.0 out of 5 stars All you need to know about OpenGL
Awesome book. I used this book to code on LWJGL, understanding how OpenGL works and porting the examples to LWJGL.
Published 5 months ago by Andre C. Bandarra
4.0 out of 5 stars Unwarrented Bad Reviews
If you are looking to learn OpenGL 3 and beyond, this is the book to use. It is more complete, and ultimately takes you further, than any online tutorial or book I've seen. Read more
Published 5 months ago by philipb
5.0 out of 5 stars Well done, clear and useful
Bought this book to learn about shading techniques and shader language, and ended up getting totally into OGL API. Read more
Published 5 months ago by CF
5.0 out of 5 stars I've bought this book for my 18-y.o. grandson Ilya
Ilya, who is a freshman student and a young programmer, is very happy getting this book because its' not available in Russia.
Published 5 months ago by Marianna Voevodskaya
2.0 out of 5 stars A good book for game developers
This is a great book for developers that are already into game programming, but for developers like me that are coming from the app development world to the game development world... Read more
Published 8 months ago by Nathan Campos
1.0 out of 5 stars Plain Disappointed with this edition
I hate wrappers. This book is all about the author wrapper not OpenGL. The 4th edition it was awesome but this edition just plain sucks. Read more
Published 10 months ago by sidewinder128
1.0 out of 5 stars Explains custom GL toolkit and not OpenGL
Don't buy it it you want to learn about OpenGL. This book explains a lot about their own GL toolkit and their shaders which never worked on Windows for me. Read more
Published 11 months ago by P S
5.0 out of 5 stars OpenGL Bible : an ideal reference
This book is a good reference for a software engineer who wishes to refresh his knowledge on openGL. It contains plenty of examples for each chapter.
Published 13 months ago by Champ
3.0 out of 5 stars Wrapper Library Idea is Terrible
Good:
The author goes into quite advanced topics in this book. The HDR examples and use of pixel and frame buffers were good and I would have to say that it was kept me from... Read more
Published 13 months ago by John
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Can you suggest a video card to learn OpenGL?
I recommend any ATI Radeon HD 5xxx video card. They currently range from the HD 5450 for as little as $25 on sale up to the HD 5970 for around $550 or so on sale. The thing about the ATI Radeon HD 5xxx family is that they are compatible with the current version of OpenGL (4.1 and possibly any... Read more
Sep 23, 2010 by david_f_knight |  See all 4 posts
E-book version? Be the first to reply
Use of GLUT
GLUT allows implementation of a simple platform-neutral GUI, so the book can serve both MAC & PC audiences without the need to understand all the details of PC(Windows) & MAC GUIs.

Honestly, there isn't a lot of discussion of GLUT... it mostly of stays out the way of the discussion in the book. ... Read more
Aug 17, 2010 by Stewart Teaze |  See all 3 posts
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