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Opengl Programming Guide: The Official Guide to Learning Opengl, Version 1.1 (OTL) 2nd Edition

13 customer reviews
ISBN-13: 978-0201461381
ISBN-10: 0201461382
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Amazon.com Review

The OpenGL graphics libraries offer programmers the ability to construct and render remarkably realistic 3-D scenes that can incorporate multiple lighting sources, various types of perspective, and various special effects. The OpenGL Programming Guide is a comprehensive and definitive resource on using the extensive capabilities offered by OpenGL. Beginning with coverage of basic OpenGL objects--points, lines, and polygons--it advances through functions for selecting colors, lighting, reflective properties, texture, atmospheric haze, and more. Basic concepts of 3-D graphics are made accessible with analogies to cameras, and advanced sidebars and appendices go into deep detail about OpenGL.

From the Back Cover

OpenGL is a powerful software interface for graphics hardware that allows graphics programmers to produce high-quality color images of 3D objects. The functions in the OpenGL library enable programmers to build geometric models, view models interactively in 3D space, control color and lighting, manipulate pixels, and perform such tasks as alpha blending, antialiasing, creating atmospheric effects, and texture mapping.

The OpenGL Programming Guide, Second Edition, shows how to create graphics programs, many of which highlight features of the latest OpenGL release. Assuming users have a background in C programming, the book discusses the architecture and functions of OpenGL, Version 1.1.

The second edition contains the following additions and improvements:

  • coverage of the new features of OpenGL, Version 1.1, including all texturing changes, vertex arrays, polygon offset, and RGBA logical operations
  • the incorporation of the OpenGL Utility Toolkit, GLUT, in all programming examples
  • an overview of the OpenGL rendering pipeline and state machine
  • enhanced coverage of polygon tessellation, quadric surfaces, pixel operations, and error handling
  • more performance tips
  • a greatly expanded index

The OpenGL Technical Library provides tutorial and reference books for OpenGL. The library enables programmers to gain a practical understanding of OpenGL and show them how to unlock its full potential.

The OpenGL Technical Library is developed under the auspices of the Architecture Review Board (ARB), an industry consortium responsible for guiding the evolution of OpenGL and related technologies. The OpenGL ARB is composed of industry leaders such as Digital Equipment Corporation, Evans & Sutherland, Hewlett-Packard, IBM, Intel, Intergraph, Microsoft, Sun Microsystems, and Silicon Graphics.



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Product Details

  • Series: OTL
  • Paperback: 650 pages
  • Publisher: Addison-Wesley Pub (Sd); 2nd edition (January 1997)
  • Language: English
  • ISBN-10: 0201461382
  • ISBN-13: 978-0201461381
  • Product Dimensions: 1.5 x 7.5 x 9.2 inches
  • Shipping Weight: 2.6 pounds
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (13 customer reviews)
  • Amazon Best Sellers Rank: #1,415,767 in Books (See Top 100 in Books)

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Customer Reviews

Most Helpful Customer Reviews

5 of 5 people found the following review helpful By A Customer on September 8, 1999
Format: Paperback
This is a wonderful OpenGL book. I especially like the fact that it is specifically written to be platform independant. Other books fail because they try to concentrate on one type of platform, like Win95/98/NT. It does use GLUT but it uses it as a tool to allow the reader to learn the concepts and get right to work with the fun stuff rather than tinkering with the specifics of your OS. This book is especially welcome to Linux programmers because of the fact that it doesn't concentrate on the Windows API and instead uses GLUT to work across all platforms.
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4 of 4 people found the following review helpful By A Customer on March 15, 1999
Format: Paperback
As consumer grade 3D accelerators began to support the OpenGL ICD many Win32 programmers are using the OpenGL 3D API to develop real-time 3D applications. This new breed of OpenGL developers are looking for a good place to start. The Offical Guide to Learning OpenGL (also refered to as "the redbook") is that starting place.
Mason Woo and the OpenGL Review Board, along with other contributors walk the reader though well thought out example programs and explain in detail each OpenGL function call. The chapters are well organized, and authors take a complete platform independate approach to OpenGL. An excellent choice for a college text book on the subject of real-time 3D graphic programming.
The only other book to be considered is the OpenGL SuperBible, but it's poorly organized in comparison and focuses only on the Win32 platform. This book should only be considered if the reader is new to programming and needs to be walked though setting up the development enviroment (such reads should consider going back and learning more about their IDE before venturing into OpenGL programming anyway)
For overall content, reference and presentation the OpenGL Programming Guide is the best book I've read covering any API.
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3 of 3 people found the following review helpful By barnir@elron.net on June 23, 1999
Format: Paperback
as a winNT programmer, i broke my teeth trying to understand OpenGL with the use of the MSDN library. although the MSDN library does offer a few tech articles about how to begin using the NT port of OpenGL, it does a poor job at explaining the basics of OpenGL. moreover, in the best of microsoft tradition, the WGL functions (win32 to openGL interface) are cumbersome and very unintuitive and make the learning process almost impossible. this book on the other hand, throws you into the water by releaving you of all the annoying initialization details and technical details that you would only want to know once you have a feel for the OpenGL API. this is done with the use of the GLUT library. while it is true that GLUT is not the most efficient way to write openGL code, it is better to start learning openGL using GLUT then to have to understand each and every detail of openGL architechture before you can draw one vertex. this is an easy escape. I am most pleased with this book and cant wait to finish it... go fetch...
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1 of 1 people found the following review helpful By Golden Lion VINE VOICE on October 17, 1998
Format: Paperback
I have taught Opengl for four years. I've found the best results by teaching from the OpenGL programming guide. Students are lectured from the material in the book, numerous examples are provided illustrating the concepts and principles of 3D programming and opengl function calls. I use VRML 2.0 to demonstrating the code examples, and student can read the opengl code for the example. During the Semester students use the OpenGL programming Guide to create a 3D game. The game uses movable cameras, hierarchial motion, collision detection, display lists, texture maps, materials, lighting, and nurb surfaces. The material is absorbed within a 5 to 10 week period. I've tried other books like the OpenGL superbible, but found the Opengl Programming Guide to be much more comprehensive, and therefore more productive in the results. The OpenGL Programming Guide is a book to keep. Some of the new features in the current release is : introduction to interleave arrays, new glut libraries, and increased documentation on picking, selection and feedback. Get on the Game Programming bandwagon by buying this book. Email me with any additional questions.
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1 of 1 people found the following review helpful By A Customer on June 13, 1998
Format: Paperback
In a direct manner, this book teaches the reader the basics of OpenGL programming, totally forgoing any platform-specific issues in favor of a more purist, almost academic, approach. Where platform issues are a problem, the authors defer to the GLUT library, leaving those with questions relating to their operating system's specifics to read other tomes. In short, this is an excellent book for someone interested in GRAPHICS programming, and is well worth any price, but make certain you are comfortable programming your platform first.
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1 of 1 people found the following review helpful By Victor Huang on October 20, 1998
Format: Paperback
For my graphics course, the students were expected to learn OpenGL and implement a feature-rich 2D draw program in week #1, and an even more feature-rich 2D+3D program in week #2. This book provided the tutorials needed to learn the material, plus lots of good advice, and of course, lots of good sample code!
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By A Customer on January 13, 1999
Format: Paperback
This book gives the reader a thorough understanding for using the OpenGL API. In combination with the reference manual the reader will have a complete reference library for OpenGL development. The only thing I found lacking was coverage of some of the more advanced topics, such as stenciling. I also have the Windows 95/NT volume but found it covered basically the same material as this book.
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