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Opengl Superbible 2nd Edition

3.7 3.7 out of 5 stars 22 ratings

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OpenGL SuperBible, Second Edition is a comprehensive, hands-on guide that provides everything you need to program with the new version of OpenGL. 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; OpenGL pixel format and rendering context; non-Windows rendering; and more.

Editorial Reviews

Amazon.com Review

The OpenGL SuperBible lives up to its name: nearly 700 pages of examples, function descriptions, and code snippets for the Windows-based programmer trying to get up to speed on coding OpenGL graphics.

This new edition has been revised and updated to include OpenGL 1.2, which offers more features and tighter integration with hardware accelerators than any earlier version. Sections are logically broken down into graphics fundamentals and an introduction to OpenGL, the "Meat and Potatoes" of OpenGL rendering, and the specifics of OpenGL programming for Windows.

Long on examples and function descriptions, the book is a bit short on pictures, color plates, and screen shots. However, the accompanying CD-ROM has all the examples used in the book, some other exciting examples of OpenGL programming (the flight simulator with the terrain generator is remarkably smooth, for example), and the OpenGL library toolkits (GLUT 3.7, MESA 3, ZLIB 1.1.3, and others). It doesn't contain, however, a searchable electronic version of the book, which would have been very valuable given its complexity. But the book is thorough, and it covers every aspect of OpenGL programming, making it a good reference for anyone who codes for graphics applications, in spite of its shortcomings. --Mike Caputo

From the Back Cover

OpenGL SuperBible, Second Edition is a comprehensive, hands-on guide that provides everything you need to program with the new version of OpenGL. 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; OpenGL pixel format and rendering context; non-Windows rendering; and more.

Product details

  • Publisher ‏ : ‎ Waite Group Pr; 2nd edition (January 1, 1999)
  • Language ‏ : ‎ English
  • Paperback ‏ : ‎ 696 pages
  • ISBN-10 ‏ : ‎ 1571691642
  • ISBN-13 ‏ : ‎ 978-1571691644
  • Item Weight ‏ : ‎ 2.75 pounds
  • Dimensions ‏ : ‎ 7.5 x 1.75 x 9.25 inches
  • Customer Reviews:
    3.7 3.7 out of 5 stars 22 ratings

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3.7 out of 5 stars
22 global ratings

Top reviews from the United States

Reviewed in the United States on January 7, 2001
It's hard not to write a review of an OpenGL book without comparing it to the Red Book, so I'll go ahead and do just that. Overall, I think the Superbible is every bit as useful as the Red Book, but in different ways. Although the Red Book has more detailed coverage, the Superbible focuses more on the practical side, covering the things you'll use and how you'll use them. Where the Red Book remains entirely platform-independent, the Superbible has quite a bit of Windows specific information, which is good since that's what a lot of us use. Finally, while the Red Book provides fairly generic OpenGL coverage, the Superbible is geared more toward real-time applications and games, which makes it a bit more appealing to folks like me.
One really nice thing about this book is that it assumes no previous graphics programming experience (unlike the Red Book). It's also written in a more conversational tone. Those two factors combined probably make it a better book for beginners. If your objective is to make games, and you want to use OpenGL for them, then, at the time of writing, this is really the only book available on OpenGL containing any significant amount of game-specific material (though I *cough* have it on good authority that an OpenGL game programming book is on the horizon...)
To sum up, I think that the Superbible's OpenGL coverage is quite good, it's extremely well written, and the code examples are both illustrative and useful. If you choose it as your means of learning OpenGL, you won't be disappointed.
21 people found this helpful
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Reviewed in the United States on May 13, 2001
This book is useful as a quick overview of the OpenGL API, but fails to teach the fundementals of graphics programming necessary to apply the API to real-world problems. Also, it appears that Michael Sweet was brought on board to "write" the second edition. Where Wright stresses OpenGL's platform independence, Sweet ignores this thread of the book and writes code that is tightly linked with the Windows API.
Anyone looking to learn OpenGL should stick to the college texts, such as F.S. Hill's Computer Graphics Using OpenGL. These books are reviewed by CS professors who use the books in their classrooms, and as such only the good ones make it to print.
2 people found this helpful
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Reviewed in the United States on May 28, 2004
A very good introduction for the opengl newbie who doesn't want to mess up with 3D theory and math right from the start. The price to pay is some of the explanations end up being rather superficial. I like the practically oriented attitude of the book and the wealth of examples, from basics to more complex. Do not expect this to be a book that will transform you from a complete openGL newbie to a master... but it a very good introduction for somone who needs to make sense of openGL and see it at work. It uses GLUT as a library to interface with OS specific command like showing windows or getting keyboard input to shield you from having to deal with the dreaded windows API or any other OS dependent functions. If this is a good or bad thing , you decide. You will have to "treasure" the CD coming with the book as you will have no chance to download the source code form the web. I find this EXTREMELY annoying! The third edition is coming out so watch out for it!
2 people found this helpful
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Reviewed in the United States on January 12, 2003
If you are looking to learn OpenGL on Windows, then this is the book for you. Each chapter gives an excellent description of the concepts learned. The authors writing is clear and concise.
The book uses GLUT for most of the programs. This is great as you can spend the time learning on program in 3d as oppossed to OS specific code. GLUT takes about 10 minutes to learn(Window,keyboard,and mouse functions), but you can do A LOT with it. You can make lots of small games and demos with it. Once the code works, remove GLUT and use your OS code.
This is a book on programming 3d graphics. You most likely wont understand it if you've never gone past algebra in school. This is not the authors fault. You need to be able to understand some trig and linear algebra. If your math education is somewhat lacking, you should be able to understand it. He explains it a lot better than most math teachers do.
Overall, I highly recommend this book. The examples are somewhat boring, but this is not a game programming book. It is a graphics book. You should have no problem taking what you learn and apply it to a game. If you are looking for an OpenGL Game Programming book, then buy the book with same title from the guys at Gamedev.net. It's very good.
6 people found this helpful
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Reviewed in the United States on September 1, 2000
Although this book gives a pretty thorough tutorial in OpenGL, and readers may learn something from looking at the examples, the author and editor should have worked out a number of things before releasing the book. First of all, after stating that "Calculating the frames per second... is about as simple as math gets for 3D graphics," he defines fps as "Time in seconds / number of frames," which would be seconds per frame, not frames per second. Second of all, when writing a book on graphics, the illustrations used in the book should at least be geometrically correct. Yet the illustrations in this book there are multiple places where an illustration shows lines that should be parallel, but instead are skewed and intersect. The concepts covered throughout the book are useful, but with all the typos and errors, waiting for the next edition may be the best option.
17 people found this helpful
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