OpenGL insiders present this resource for developers to gather all the details needed for using OpenGL on the Mac platform. This description may be from another edition of this product.
The text describe the nitty gritty of coding or porting your OpenGL applications to the Mac OS X environment. To a limited extent, the book has a general treatment of programming in OpenGL. But it is not meant as a text on the latter. Instead the focus is on the "issues" that making for possible problems on OS X. One of which is that OS X has 2 types of windows, Carbon and Cocoa. It might perhaps be nicer if there was only one. But this is what you have to deal with. The Apple OpenGL (AGL) is the interface to Carbon, while you need the Cocoa OpenGL for Cocoa. It is slightly unusual that a major platform would have 2 types, and you may want to code just for one type. The book gives many details about both APIs, as well as the GLUT API. An evenhanded discussion. Different readers might well have different preferences. Some of you should check out the discussion about multithreading, if intensive graphics performance is needed in your applications. The OS X OpenGL engine is said to have much better performance due to its multithreading, than typical serial engines.
Boost your OpenGL Programming Productivity
Published by Thriftbooks.com User , 16 years ago
This book has a lot of shining points. First, all its explanations are crystal clear, focused into the concepts and techniques OpenGL developers really need. Furthermore, the book comprises OpenGL architecture and configuration on OS X, and the various APIs we can use in order to create OpenGL applications, specifically, CGL, AGL, Cocoa, (our old buddy) GLUT, and X11 APIs. A chapter focused into API interoperability is also included. But there is much more information in this book: history notes, a germane review of Mac's hardware, OS X programming, compatibility between Mac platforms, and a discussion about OpenGL extensions. Appendices contain an useful Glossary and notes about Cocoa API for OpenGL in Leopard. Last but not least, the book is the OpenGL/Mac companion we were demanding. This, however, is not a book for starting to learn OpenGL (use the OpenGL SuperBible or the Red Book instead). This is a book aimed at two categories of programmers: Mac developers in general, and those with OpenGL foundations who want to explore the enormous benefits of OpenGL development on Mac OS X. I do strongly believe that any OpenGL developer will benefit of studying this great book. Personally, Chapter 11 is the one I've enjoyed the most. The technical wisdom revealed in such chapter almost justifies by itself the full cost of the book. It's such a fine chapter. The almost 5 pages covering the "Axioms for Designing High-Performance OpenGL Applications" are very interesting, particularly the care we must have when doing our OpenGL drawing in Object-Oriented programs; we could easily incur considerable glVertex overhead, if our code is not properly structured. The little tutorial section "Putting It All Together" includes a detailed optimization of an OpenGL program, "Please Tune Me". Delicious. Very Recommended.
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