- Paperback: 928 pages
- Publisher: Addison-Wesley Professional; 6 edition (August 9, 2007)
- Language: English
- ISBN-10: 0321481003
- ISBN-13: 978-0321481009
- Product Dimensions: 7 x 1.6 x 9.1 inches
- Shipping Weight: 3 pounds
- Average Customer Review: 29 customer reviews
- Amazon Best Sellers Rank: #2,008,520 in Books (See Top 100 in Books)
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OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2.1 (6th Edition) 6th Edition
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From the Back Cover
OpenGL is a powerful software interface used to produce high-quality, computer-generated images and interactive applications using 2D and 3D objects, bitmaps, and color images.
The OpenGL® Programming Guide, Sixth Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 2.0. This sixth edition of the best-selling "red book" describes the latest features of OpenGL Version 2.1, including expanded coverage of the OpenGL Shading Language. You will find clear explanations of OpenGL functionality and many basic computer graphics techniques, such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism. In addition, this book provides in-depth coverage of advanced techniques, including texture mapping, antialiasing, fog and atmospheric effects, NURBS, image processing, and more. The text also explores other key topics such as enhancing performance, OpenGL extensions, and cross-platform techniques.
This sixth edition has been updated to include the newest features of OpenGL Versions 2.1, including:
- Using server-side pixel buffers objects for fast pixel rectangle download and retrieval
- Discussion of the sRGB texture format
- Expanded discussion of the OpenGL Shading Language
This edition continues the discussion of the OpenGL Shading Language (GLSL) and explains the mechanics of using this language to create complex graphics effects and boost the computational power of OpenGL.
About the Author
Dave Shreiner, a computer graphics specialist at ARM, Inc., was a longtime member of the core OpenGL team at SGI. He authored the first commercial OpenGL training course, and has been developing computer graphics applications for more than two decades. Dave regularly presents at SIGGRAPH and other conferences worldwide, and is coauthor of the OpenGL® Reference Manual (Addison-Wesley).
Top customer reviews
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This book is good on concepts and theory, a bit shadey in the area of actual code. To expand on that statement, some of the code is indeed buggy. You can work the logic errors easily by evaluating the code. But with that said, don't rely on the code all the time. The book's way of introducing and covering topics of geometry,algebra,trigonomtry, and physics is very comfortable. You will indeed learn the beautiful tricks of smoothing and shading/lighting when rendering your scenes.
If you are a beginner developer, know that this book is not intended as a good read at your level.
If you don't already know, OpenGL does not have any audio(music,sound,etc) capabilities. OpenGL is a Graphical Software Development Kit.
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"