- Series: OpenGL
- 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
- Average Customer Review: 3.4 out of 5 stars See all reviews (34 customer reviews)
- Amazon Best Sellers Rank: #962,040 in Books (See Top 100 in Books)
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OpenGL SuperBible: Comprehensive Tutorial and Reference (5th Edition) 5th Edition
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From the Back Cover
OpenGL® SuperBible, Fifth Editionis 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.
• 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.
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.
Top Customer Reviews
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?Read more ›
However this book is not without its flaws. There are a few major ones that jump out straight away:
1) The examples use a custom library written by the author called GLTools, which encapsulates most of the math, and geometry submission. I can see the motivation behind this, as it lets you quickly dive into running the examples without the 'boilerplate hump'. However the primary problem with GLTools is that is a major dependency of the entire book, and while it doesn't do anything too complex, much of it is not explained until the vey end of the book (and some of it is not explained at all). At least the source for GLTools is available. This was annoying for me because I wanted to start a mini-project after learning the basics to "cement" my knowledge before continuing with the advanced sections. However I needed to rely on GLTools, because it was intrinsic to the examples (geometry submission - which is not covered until chapter 12, the last chapter), and although the examples were running, I felt like I still didnt really know everything that was happening until I reached the end of the book. If you are new to OpenGL, you cant break off halfway through the book to make a simple app (without depending on GLTools), you must see it through to the end.Read more ›
Most Recent Customer Reviews
This is 'the offering' from the OpenGL people. Of course I like it, because it is what it is. On its own, however, it does have a lot of material. Read morePublished 16 months ago by Knows Jack
After wasting quite a few hours to get to chapter 4, I have decided to drop the book. This book should not be called "OpenGL SuperBible", but "My own library, that hides all you... Read morePublished on January 1, 2014 by Amazon Customer
One of those good start books. I found the topics relevant, and the writing clear and concise. But I did find that it was focused too much on limited Windows /Visual Fortran. Read morePublished on July 24, 2013 by Lee A. Spacht
I never try to only buy one book on a subject but if you can only buy one... buy this one.Published on February 5, 2013 by Codemonster
Awesome book. I used this book to code on LWJGL, understanding how OpenGL works and porting the examples to LWJGL.Published on December 11, 2012 by Andre C. B.
EDIT: Thankfully the 6th edition of this book has now been released. After a day of reading through it, it seems to have really taken the critiques of this book to heart, and... Read morePublished on December 4, 2012 by pbuuck
Bought this book to learn about shading techniques and shader language, and ended up getting totally into OGL API. Read morePublished on November 26, 2012 by CF
Ilya, who is a freshman student and a young programmer, is very happy getting this book because its' not available in Russia.Published on November 26, 2012 by Marianna Voevodskaya
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 morePublished on August 28, 2012 by Nathan Campos