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OpenGL Superbible: Comprehensive Tutorial and Reference 4th Edition
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OpenGL ® SuperBible, Fourth Edition, begins by illuminating the core techniques of classic OpenGL graphics programming, from drawing in space to geometric transformations, from lighting to texture mapping. The authors cover newer OpenGL capabilities, including OpenGL 2.1s powerful programmable pipeline, vertex and fragment shaders, and advanced buffers. They also present thorough, up-to-date introductions to OpenGL implementations on multiple platforms, including Windows, Mac OS X, GNU/Linux, UNIX, and embedded systems.
Coverage includes
· An entirely new chapter on OpenGL ES programming for handhelds
· Completely rewritten chapters on OpenGL for Mac OS X and GNU/Linux
· Up-to-the-minute coverage of OpenGL on Windows Vista
· New material on floating-point color buffers and off-screen rendering
· In-depth introductions to 3D modeling and object composition
· Expert techniques for utilizing OpenGLs programmable shading language
· Thorough coverage of curves, surfaces, interactive graphics, textures, shadows, and much more
· A fully updated API reference, and an all-new section of full-color images
Youll rely on this book constantlywhether youre learning OpenGL for the first time, deepening your graphics programming expertise, upgrading from older versions of OpenGL, or porting applications from other environments.
Now part of the OpenGL Technical LibraryThe 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.
Contents
Preface xxvii
About the Authors xxxv
Introduction 1
Part I: The Old Testament
Chapter 1 Introduction to 3D Graphics and OpenGL 9
Chapter 2 Using OpenGL 33
Chapter 3 Drawing in Space: Geometric Primitives and Buffers 73
Chapter 4 Geometric Transformations: The Pipeline 127
Chapter 5 Color, Materials, and Lighting: The Basics 173
Chapter 6 More on Colors and Materials 229
Chapter 7 Imaging with OpenGL 251
Chapter 8 Texture Mapping: The Basics 303
Chapter 9 Texture Mapping: Beyond the Basics 341
Chapter 10 Curves and Surfaces 377
Chapter 11 Its All About the Pipeline: Faster Geometry Throughput 421
Chapter 12 Interactive Graphics 457
Chapter 13 Occlusion Queries: Why Do More Work Than You Need To? 481
Chapter 14 Depth Textures and Shadows 495
Part II
- ISBN-100321498828
- ISBN-13978-0321498823
- Edition4th
- PublisherAddison-Wesley Professional
- Publication dateJanuary 1, 2007
- LanguageEnglish
- Dimensions7.25 x 2.25 x 8.75 inches
- Print length1205 pages
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About the Author
Richard S. Wright, Jr.has been using OpenGL for more than 12 years, since it first became available on the Windows platform, and teaches OpenGL programming in the game design degree program at Full Sail in Orlando, Florida. Currently, Richard is the president of Starstone Software Systems, Inc., where he develops third-party multimedia simulation software for the PC and Macintosh platforms using OpenGL.
Previously with Real 3D/Lockheed Martin, Richard was a regular OpenGL ARB attendee and contributed to the OpenGL 1.2 specification and conformance tests. Since then, Richard has worked in multidimensional database visualization, game development, medical diagnostic visualization, and astronomical space simulation.
Richard first learned to program in the eighth grade in 1978 on a paper terminal. At age 16, his parents let him buy a computer with his grass-cutting money instead of a car, and he sold his first computer program less than a year later (and it was a graphics program!). When he graduated from high school, his first job was teaching programming and computer literacy for a local consumer education company. He studied electrical engineering and computer science at the University of Louisvilles Speed Scientific School and made it half way through his senior year before his career got the best of him and took him to Florida. A native of Louisville, Kentucky, he now lives with his wife and three children in Lake Mary, Florida. When not programming or dodging hurricanes, Richard is an avid amateur astronomer and an Adult Sunday School teacher.
Benjamin Lipchak graduated from Worcester Polytechnic Institute with a double major in technical writing and computer science. Why would anyone with a CS degree want to become a writer? That was the question asked of him one fateful morning when Benj was interviewing for a tech writing job at Digital Equipment Corporation. Benjs interview took longer than scheduled, and he left that day with job offer in hand to work on the software team responsible for DECs AlphaStation OpenGL drivers.
Benjs participation in the OpenGL Architecture Review Board began when he chaired the working group that generated the GL_ARB_fragment_program extension spec. While chairing the Khronos OpenGL Ecosystem Technical SubGroup, he established the OpenGL SDK and created the OpenGL Pipeline newsletter, of which he remains editor.
Benj will now participate in the Khronos OpenGL ES Working Group. After 12 years of OpenGL driver development and driver team management at DEC, Compaq, and ATI, he is headed for smaller pastures. Benj recently became manager of AMDs handheld software team. Although the API is familiar, the new challenges of size and power consumption make for a great change of scenery. In his fleeting spare time, Benj tries to get outdoors for some hiking or kayaking. He also operates an independent record label, Wachusett Records, specializing in solo piano music.
Nicholas Haemel, developer at AMD in the Graphics Products Group, was technical reviewer for OpenGL SuperBible, Third Edition, and contributed the chapters on GLX and OpenGL ES.
Excerpt. © Reprinted by permission. All rights reserved.
Product details
- Publisher : Addison-Wesley Professional; 4th edition (January 1, 2007)
- Language : English
- Paperback : 1205 pages
- ISBN-10 : 0321498828
- ISBN-13 : 978-0321498823
- Item Weight : 3.95 pounds
- Dimensions : 7.25 x 2.25 x 8.75 inches
- Best Sellers Rank: #4,310,224 in Books (See Top 100 in Books)
- #114 in OpenGL Software Programming
- #1,537 in Computer Graphics
- #5,008 in Computer Programming Languages
- 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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Nicholas Haemel has been involved with OpenGL for over 12 years, soon after its wide acceptance. He graduated from the Milwaukee School of Engineering with a degree in Computer Engineering and a love for embedded systems, computer hardware, and making things work. Soon after graduation he put these skills to work for the 3D drivers group at ATI, developing graphics drivers and working on new GPUs.
Nick has worked for Advanced Micro Devices (AMD) as a Member of the Technical Staff at in the OpenGL group focusing on driver architecture, management, design and development. Nick has contributed to the OpenGL Architecture Review Board, now part of The Khronos Group, for the past four years and has participated in defining the OpenGL 3.0 through 4.2 specifications as well as related extensions and GL Shading Language versions. In addition to OpenGL, he has contributed to OpenGL ES, WebGL, and EGL working groups.
Nick now manages a 3D graphics driver team at NVIDIA, focusing on bringing cutting-edge graphics to consumers through a slightly smaller form-factor, mobile phones and tablets.
Nick’s graphics career began at age 9 when he first learned to program 2D graphics using Logo Writer. After convincing his parents to purchase a state-of-the-art 286 IBM compatible PC, it immediately became the central control unit for robotic arms and other remotely programmable devices. Fast-forward 20 years and the devices being controlled are GPUs the size of a finger nail but with more than 2 Billion transistors. Nick’s interests also extend to business leadership and management, strengthened by a recent MBA from the University of Wisconsin-Madison, where he now resides.

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I hadn't heard about OpenGL before. I tried Googling for iPhone game development tutorials and I found a couple of good tutorials (this one is good: [...]but I still couldn't understand the bigger picture of game development and how things work in 3D. And then I found this book.
This book has everything I've been looking for. It doesn't assume that I know anything about game programming in 3D. It starts explaining concepts from a very basic level like
* History of 3D game development
* How do we see things in real world? How do we translate 3D to 2D.
* What is light?
* Bits, pixels, images and so on..
and then slowly builds up. All chapters have excellent programs to demonstrate the concepts and the best part is we can actually build the program as a project on xcode and run it (I had so much fun tweaking the code and seeing how it affects the scene). There is a even a separate chapter that explains how to do XCode development on Mac using OpenGL from scratch.
There is only one chapter on OpenGL ES. But given that it is a subset of OpenGL, I think having the knowledge of OpenGL would give us much better understanding of and what we are missing in ES.
I haven't read the chapters on the GLSL yet but looking forward to. iPhone 3GS supports OpenGL ES 2.0 which in-turn supports the programmable pipeline using OpenGL Shading Language.
So with this book and the online link above, I am sure I should be able to write a cool iPhone game soon. :-)
* It tends to delegate some concepts, especially important but difficult ones, to further chapters which sometimes is quite irritating. They should really have explained those upfront I think, since you DO have to learn them anyway.
* It uses glut, which is both good and bad! Glut is a nice utility that lets you have a window for openGL in three lines of code, and is very good for testing purposes. However it is not suitable for any serious OpenGL application (especially games), so maybe they should have explained how to make a render window the "hard way".
Apart from these flaws, so far so good. Basic concepts are explained fairly well and I couldn't find any OpenGL 2.0 learning material better than this.
and it is true that if you are looking trough windows examples you are going to experience some problems since the examples are produced with Visual Studio 2003, but none the less if you are a C++ developer and you know your way around a little bit, and I say
a little bit, you will be allright.
For example, you need to provide the libraries needed to your compiler's default directories, just read the "readme.txt" files that comes
with the examples. And if you are using the latest version of Visual Studio as I am (2008), you need to say your linker that it must ignore the LIBC.LIB library for a successfull compile, just goto properties, C++ tab, select linker and put that library to the ignore list.
So far I am very happy with the book and the examples, little bugs still linger around ( and this is the 4th edition, interesting to have such bugs still lingering around), but it is allright.
For example while checking the rotation angle variables for an overflow, the author caught in the moment and continue to check the key pressed variable instead of the rotation variable for an overflow, but since we are talking about floating numbers, there will be no overflow as you do not rotate that much ; )
example code:
if(key == GLUT_KEY_RIGHT)
yRot += 5.0f;
if(key > 356.0f) // key should be xRot
xRot = 0.0f;
if(key < -1.0f) // key should be xRot
xRot = 355.0f;
Overall, it is an awesome book! Thanks.
Be warned, however, that while the book gives a good high-level view of concepts, it is of quite poor quality with respect to details. The code examples in the book are literally riddled with errors and omissions. The full set of example source can be downloaded from the opengl.org web site, and seems to include corrections to most or all of the errors in the printed text. Were it not for this saving grace, I would have felt compelled to rate the book far lower.
As it stands, I must rate the book as merely OK. The high-level concepts are presented well, but the frequency of erroneous details significantly detracts from one's confidence in the overall quality and accuracy of the work.
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Eigentlich sollte es die Bezeichnung Kochbuch mit im Namen tragen, denn es ist voll von Code Beispielen die sich auch von Neueinsteigern problemlos 'nachkochen' lassen.
Das Buch ist gut strukturiert und man kann auch direkt bei der benötigten Technik einsteigen ohne vorher das komplette Buch gelesen zu haben.
Einziger Kritikpunkt ist die etwas schlampige Verarbeitung des Paperback Buchs. Vor allem bei den glatten Farbseiten hat man das Gefühl, dass diese sich bald aus dem Buch lösen.