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Opengl Superbible 2nd Edition
Purchase options and add-ons
- ISBN-101571691642
- ISBN-13978-1571691644
- Edition2nd
- PublisherWaite Group Pr
- Publication dateJanuary 1, 1999
- LanguageEnglish
- Dimensions7.5 x 1.75 x 9.25 inches
- Print length696 pages
Editorial Reviews
Amazon.com Review
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
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
- Best Sellers Rank: #5,544,504 in Books (See Top 100 in Books)
- #149 in OpenGL Software Programming
- #2,150 in Computer Graphics
- #3,725 in Game Programming
- Customer Reviews:
About the authors

Originally from Louisville Kentucky, Richard now resides in Lake Mary, Florida and works remotely for Software Bisque, a leading provider of software and hardware tools for amateur and professional astronomers. Previously know for his work as an OpenGL instructor at Full Sail University and the OpenGL SuperBible, Richard now spends most of this time as an imaging evangelist and software developer for Software Bisque in the astronomical community. Richard also is a Sky & Telescope blogger and frequent contributing author writing on the topics of astrophotography and current astronomy tools and technology.

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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.
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.
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.