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OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL, Version 1.2 (3rd Edition)
 
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OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL, Version 1.2 (3rd Edition) (Paperback)

by Mason Woo (Author), Jackie Neider (Author), Tom Davis (Author), Dave Shreiner (Author), OpenGL Architecture Review Board (Author)
4.5 out of 5 stars See all reviews (43 customer reviews)


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OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 1.4 (4th Edition) (Networking Technology) OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 1.4 (4th Edition) (Networking Technology) 4.3 out of 5 stars (9)
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Editorial Reviews

Amazon.com Review
The OpenGL Programming Guide, now in its third edition, is the definitive volume for programmers using this evolving graphics interface standard. Written by members of the OpenGL Architecture Review Board, this book offers understandable tutorials and lessons on getting up to speed and getting the most out of the latest version of OpenGL, version 1.2.

The guide uses code examples in C and is targeted at programmers who have experience in coding yet are new to coding for OpenGL applications. The opening chapters go into descriptive detail of how OpenGL, the software interface for hardware 3-D chipsets, works and what you can expect from it, which turns out to be much more than you might have thought. Color plates are used, for example, to show how OpenGL handles such effects as motion blur and depth-of-field blur, in addition to shadows and texture mapping.

This is not a beginner's guide to programming computer graphics. Some previous knowledge of both programming in general and computer graphics in particular is required. For example, code snippets are used to describe how to implement these effects, but because OpenGL is platform-independent, some code examples may need to be modified when used with your specific compiler.

Filled with the expertise of those who standardized OpenGL, there is no better reference volume for learning and understanding this system. The examples cited are clear, commented, and explained. The only drawback to the book is that it lacks a companion CD-ROM--all examples must be either typed in or downloaded from an Internet FTP site. (The URL is listed in the preface.) --Mike Caputo

Product Description
Provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. Discusses all OpenGL functions and their syntax and shows how to use those functions to create interactive applications and realistic color images. Softcover. DLC: Computer Graphics.

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Product Details

  • Paperback: 730 pages
  • Publisher: Addison-Wesley Professional; 3rd edition (August 6, 1999)
  • Language: English
  • ISBN-10: 0201604582
  • ISBN-13: 978-0201604580
  • Product Dimensions: 9.2 x 7.4 x 1.4 inches
  • Shipping Weight: 2.9 pounds
  • Average Customer Review: 4.5 out of 5 stars See all reviews (43 customer reviews)
  • Amazon.com Sales Rank: #843,324 in Books (See Bestsellers in Books)

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    #42 in  Books > Computers & Internet > Programming > Graphics & Multimedia > OpenGL

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Customer Reviews

43 Reviews
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Average Customer Review
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30 of 30 people found the following review helpful:
5.0 out of 5 stars Updated OpenGL coverage; best practical 3D book, June 25, 1999
By A Customer
The 3rd Edition of the "OpenGL Programming Guide" is an important upgrade to what is the definitive introduction to OpenGL programming. I was pleased to participate in the technical review of this book so I can attest to (and I guess be held indirectly accountable for) the book's completeness and accuracy.

If you are interested in practical 3D programming using the latest in 3D hardware acceleration and you want a straightforward and portable programming interface, OpenGL is definitely the way to go, and this book is what you need to get started.

Since the last update two years ago, OpenGL 1.2 and the OpenGL multitexturing extension have been standardized. This Guide has complete explanations and tutorial coverage on all new OpenGL 1.2 features and the multitexturing extension.

OpenGL 1.2 is packed with new features like volume textures, image processing capabilities, more image formats, etc, etc. The book covers _all_ the new stuff in OpenGL 1.2. OpenGL multitexturing is already widely available. Games such as the much anticipated "Quake III: Arena" use OpenGL multitexturing, and I expect lots of other 3D games will be using multitexturing as well.

Since the book uses the OpenGL Utility Toolkit (GLUT), all the examples can be compiled and run on basically all OpenGL implemenetations, independent of operating system (Linux, Windows 95/NT, IRIX, MacOS, etc). The updated book also contains appendices that detail operating system specific OpenGL usage.

If you are a newbie to OpenGL, this is definitely the book to start with.

But I bet most OpenGL programmers already have an earlier edition of this book so the big question is whether the new edition is worth it. If you still have the 1st edition, getting the 3rd is a no-brainer. If you have the 2nd edition, the main benefit of the 3rd edition is the new coverage of OpenGL 1.2 and multitexturing and the improved coverage of operating system support.

- Mark Kilgard, author of the OpenGL Utility Tookit (GLUT) and "Programming OpenGL for the X Window System"

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33 of 35 people found the following review helpful:
5.0 out of 5 stars Still the definitive guide to OpenGL, September 20, 2005
By calvinnme "Texan refugee" (Fredericksburg, Va) - See all my reviews
(TOP 10 REVIEWER)      
For those graphic programmers who think that Java3D requires that you program at too high a level and want more elementary control over their graphics operations, OpenGL is probably a good choice for a graphics programming API. So, assuming you already have a good grasp of computer graphics programming concepts and can already program in the C language, this guide is probably your best bet. If you don't already know these things, you will be completely lost trying to read this book. The book starts out in chapter one showing the reader exactly what OpenGL can and cannot do. Supporting code and instructive figures are supplied. The next few chapters deal with performing basic graphics tasks by using the OpenGL API. Topics included are viewing, display lists, color, lighting, blending, antialiasing, and fog. Again, if you are not already familiar with how to write pseudocode for these type of graphics tasks, you need to find a good basic computer graphics text and learn the techniques first. The next part of the book moves on to slightly more advanced topics such as texture mapping, tessellators, quadrics, and NURBs all from the standpoint of "How do I do this in OpenGL?". The chapter entitled "Now That You Know" is especially valuable to the experienced graphics programmer. Unlike previous chapters, this chapter presents a collection of examples of higher-level graphics capabilities and some incomplete OpenGL code for those examples. The reader is expected to flesh out the code to get a running graphics program, and the book does point this fact out. Chapter 15, "OpenGL 20 and the OpenGL Shading Language", is the only truly new material in this 5th edition of the OpenGL programming guide. Thus, if you are not interested in using the OpenGL shader, you can probably forge ahead with the 4th edition of the guide if you already have a copy.
For those readers who want to learn OpenGL but have not yet learned computer graphics techniques, I highly recommend "Computer Graphics Using Open GL" (2nd Edition) by Francis Hill. That book has all of the basic graphics techniques explained using OpenGL code. However, note that it is a computer graphics textbook, NOT an OpenGL tutorial. Also, you might want to pick up a copy of Schaum's outline of computer graphics. It is an inexpensive guide to both 2D and 3D computer graphics techniques that is not specifically aimed at any particular language or API, and it has many excellent exercises that help you learn the material.
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20 of 20 people found the following review helpful:
5.0 out of 5 stars Should be in every serious 3D programmer's library, June 23, 1999
By A Customer
The Opengl Programming Guide has become a standard to which other 3D programming books are compared. It serves two basic functions: a tutorial of topical 3D concepts inherent in todays 3D graphics hardware/software and an instructional manual offering a precise explanation of the functional calls with supporting attributes/arguments defined by the OpenGL Application Programming Interface. The book is extremely well organized and allows readers to focus on specific topics while still maintaining perspective of the entire rendering pipeline. It is comprehensive, up-to-date and easy to read making it my first choice for clarifying all 3D technical issues. I cannot imagine a serious 3D programmer or software architect not having this book included in their personal library.
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Most Recent Customer Reviews

1.0 out of 5 stars This book is out of print, get the 6th edition instead
This book is out of print. Get the new edition OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2.1 (6th Edition) (OpenGL) instead. Read more
Published 8 months ago by Aleksandar Totic

5.0 out of 5 stars By far the best OpenGL resource available
If you're a serious OpenGL programmer like I am, this book is basically a bible. Unlike DirectX, there aren't a ton of decent places to find documentation for OpenGL. Read more
Published 22 months ago by Brian Clifton

5.0 out of 5 stars OpenGL programming guide
Recently I had my first experience in programming computer graphics with OpenGL. After considering many sources I would recommend the Official Guide to Learning OpenGL the best... Read more
Published 23 months ago by Lilit Yenokyan

5.0 out of 5 stars Concise and clear. A must to have on your bookshelf
When we migrated from DirectX to OpenGL and from Microsoft to Linux this book was a constant reference during those weeks of hard work. Read more
Published on May 9, 2007 by Gabriel Guerrero

5.0 out of 5 stars I've recieved my product without problems.
I've recieved my product without problems. Good book, fast ship. I'm satisfied.
Published on January 12, 2007 by Abn Amro

4.0 out of 5 stars Excellent resource for OpenGL
OpenGL isn't a beginner's topic. It is a (seemingly) complex world of graphics processing at the lowest levels. It is not for the timid or mathematically illiterate. Read more
Published on January 11, 2007 by Rob Wehrli

5.0 out of 5 stars Great
Great book for learning OpenGL from begin to end as well as a reference manual. It is well structured and easy to follow with lots of examples. Quite complete. Read more
Published on January 6, 2007 by Javier Taibo

5.0 out of 5 stars Not just another bible
In few words: a complete guide to learning OpenGL.
It includes GLUT, making it very useful to practical applications. Read more
Published on November 7, 2006 by Jose Parrot

5.0 out of 5 stars great reference book
This is the definitive OpenGL guide and reference book. It is hands-down the best reference book covering all basic OpenGL operations. Read more
Published on July 24, 2006 by S. Mills

4.0 out of 5 stars An OpenGL Companion
The fourth edition of "OpenGL Reference Manual" edited by Dave Shreiner provides an official command reference for the OpenGL graphics library version 1.4. Read more
Published on April 10, 2004 by Tasha Jessup

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