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OpenGL SuperBible (3rd Edition)
 
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OpenGL SuperBible (3rd Edition) (Paperback)

by Richard S Wright (Author), Benjamin Lipchak (Author)
4.1 out of 5 stars See all reviews (11 customer reviews)


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OpenGL(R) SuperBible: Comprehensive Tutorial and Reference (4th Edition) OpenGL(R) SuperBible: Comprehensive Tutorial and Reference (4th Edition) 4.5 out of 5 stars (13)
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OpenGL SuperBible (3rd Edition) 4.1 out of 5 stars (11)
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OpenGL(R) SuperBible: Comprehensive Tutorial and Reference (4th Edition) 4.5 out of 5 stars (13)
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Editorial Reviews

Product Description
OpenGL SuperBible, Third Edition is a comprehensive, hands-on guide that provides everything you need to program with the new version of OpenGL. This newly expanded edition covers OpenGL 1.5, OpenGL 2.0's Shading Language, ARB low-level shader extensions, and programming details for Windows, Mac OS X, and Linux. Designed for programmers who want to master OpenGL and expand their knowledge of graphics programming and 3D graphics, and also for seasoned OpenGL programmers who need assistance porting their applications, this learning tool serves as both a tutorial and a reference manual that can be used time and again. Find the necessary guidance in applying complex concepts, such as drawing in space; points, lines, and polygons; moving around in space; color, lighting, and materials; raster graphics in OpenGL; texture mapping; 3D modeling and object composition; fog and blending visual effects; curves and surfaces, and more.

Learn how to:

Create three-dimensional objects on your PC
Move your objects or yourself around in a virtual world
Use techniques for fast real-time rendering on Windows, Mac OS X, and Linux.
Make use of OpenGL hardware acceleration
Create interactive three-dimensional scenes
Take advantage of programmable graphics hardware with the new OpenGL shading language

CD-ROM includes:

Complete source code for all example programs (Windows, Mac OS X, and Linux)
The GLUT Library and Render Monkey for Windows
Demo Version of Right Hemisphere's Deep Exploration
The Complete OpenGL specification in Adobe Acrobat Format
A Collection of additional OpenGL example programs

About the Author
Richard S. Wright, Jr. has used OpenGL for 10 years and teaches OpenGL programming in the game design degree program at Full Sail in Orlando, Florida. He is a former Real 3D representative to the OpenGL Architecture Review Board and has delivered multiple commercial applications that use OpenGL extensively, including games, scientific and medical applications, database visualization, and educational software. Lead author of the first and second editions of OpenGL SuperBible, he is also the founder and president of Starstone Software Systems, Inc., where he develops multimedia simulation software for the PC and Macintosh platforms using OpenGL.

Benjamin Lipchak develops OpenGL drives at ATI Research in Marlboro, Massachusetts. Formerly writing Digital UNIX and Windows NT OpenGL drives for AlphaStations at DEC and Compaq, Benj recently joined ATI to help pioneer programmable shader technology. He participated in the OpenGL Architecture Review Board standardization of shader extensions and chaired the ARB_fragment_program working group.


Product Details

  • Paperback: 1200 pages
  • Publisher: Sams; 3 edition (June 30, 2004)
  • Language: English
  • ISBN-10: 0672326019
  • ISBN-13: 978-0672326011
  • Product Dimensions: 9 x 7.7 x 2.4 inches
  • Shipping Weight: 3.8 pounds
  • Average Customer Review: 4.1 out of 5 stars See all reviews (11 customer reviews)
  • Amazon.com Sales Rank: #538,527 in Books (See Bestsellers in Books)

    Popular in this category: (What's this?)

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

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Customer Reviews

11 Reviews
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4 star:
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3 star:
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Average Customer Review
4.1 out of 5 stars (11 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
18 of 24 people found the following review helpful:
5.0 out of 5 stars Makes no assumptions, September 7, 2004
By Days "Days" (Orlando FL) - See all my reviews
The worst part about programming books is most of them assume that you already know everything there is to know about the subject before you begin.

This book is incredible for learning OpenGL, in one month I had gone from absolutely zero programming knowledge about OpenGL, to creating an immersive 3d environment.

I recommend this book to anybody as the absolute best resource for OpenGL.
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9 of 12 people found the following review helpful:
5.0 out of 5 stars Truly from Beginned to Intermediate, September 3, 2004
1173 pages of everything you need to know about how to program in Open GL and it's extensions in areas like shading. This is the third edition of this book, and like Microsoft's software, with the third release it's finally come together pretty well. It starts off with a pretty good introduction. I like that. So many computer books seem to leave out the first twenty pages that should describe just what it is that we're trying to do here.

After it says what we're trying to do, then it talks about where Open GL came from, why it came at all and where it's going. It starts simple with a program that's only about six lines of code. From there it gets as complex as you want to go.

Covers of computer books often say something like "For Beginning to Intermediate Users." It's rare that I find that this is true. Usually the books are too short to start out simple enough and then take it far enough to truly cover the intermediate lefe. This one does.
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22 of 31 people found the following review helpful:
1.0 out of 5 stars Dreadful for Linux, December 22, 2004
By J. D. Harrop (Cambridge, UK) - See all my reviews
(REAL NAME)   
I would class myself as an intermediate-level OpenGL programmer, concentrating mainly on Linux programming with nVidia hardware but also interested in Mac OS X. I bought this book because I was interested in learning about the more advanced OpenGL features: shaders, shadows and vertex buffer objects.

For my purposes, I have found this book to be shamefully poor. So bad that I am going to return it ASAP. The parts of the book which cover topics of interest to me appear to be factually incorrect and are accompanied by incorrect code. The descriptions are minimal and padded out with enormous amounts of code. The code compiles on all the machines I have tried in on but segfaults reliably at startup. Specifically, the bufferobject, occlusionquery, vertexblending and vertexshaders demos all segfault. The lowlevelshaders, highlevelshaders, bumpmapping, fragmentshaders, imageprocessing, lighting and proceduraltex demos also fail to work. I believe this is because they are not properly written and fail to make use of the available features, quitting when they discover that not all of the state-of-the-art features are available simultaneously. The only demos which do work are the trivial ones or the plagiarised ones.

Moreover, the parts of the book which cover basics are often either plagiarised verbatim or plain wrong (much better information and code can be found on the web, e.g. NeHe, and in the OpenGL Red Book). Many of the descriptions are needlessly convoluted. Many of the diagrams are huge and pointless. I suspect this is simply because the authors are way out of their depth.

I hope this review will help anyone else duped by the claim of Linux compatability. I would also caution readers interested in Mac OS X and Windows because the examples and code are likely to be misleading and are definitely not platform-independent. In the future, I would greatly appreciate more honest authors who stick to what they know.
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Most Recent Customer Reviews

4.0 out of 5 stars Very good book
I am a complete beginner in computer graphics and have found this book to be clear and really helpful. I can recommend it to anyone who wants to start graphic programming. Read more
Published 22 months ago by Gorazd Krosl

2.0 out of 5 stars It wastes space by covering irrelevent detail
My problem with this book can be surmised as
- it assumes the reader knows nothing about programming;
- it tediously explains the obvious;
- it is laced with... Read more
Published on August 2, 2005 by Skayen

5.0 out of 5 stars A good and helpful book
I did found this book very helpful. And I do recommend this book for anyone how is starting with OpenGL. A well writen book.
Published on May 9, 2005 by Marco

3.0 out of 5 stars Quite a good book but many things to be improved
To me, this book is at average rating. The explanation of the book is quite confusing in some sense. First of all, if you follow the book sample coding by including "OpenGL. Read more
Published on March 5, 2005 by sd

5.0 out of 5 stars The absolute best book I have ever read.
Simply amazing. That is the best way to describe this book. The author uses the glut library to keep cross platform compatibility but has 3 chapters dedicated to each OS (Mac... Read more
Published on January 15, 2005 by Jason Thompson

5.0 out of 5 stars Greatest addition to my library in years...
This is by far the best OpenGL reference I have ever come across. I keep it on the edge of my desk for easy access. Read more
Published on October 13, 2004 by Anthony P. Whitaker

5.0 out of 5 stars Best book ever committed to text
This book is so comprehensive and well written, its not just a Bible...its a SUPER Bible. The authors make everything very easy to understand and the CD it comes with has some... Read more
Published on August 25, 2004 by C. Caron

5.0 out of 5 stars Best Book for OpenGL
I have used this book for a class taught by the author himself, Richard Wright. This is the most comprehensive book on this specific API I have ever seen.
Published on August 23, 2004 by A. Bowles

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