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Paperback OpenGL Reference Manual: The Official Reference Document to OpenGL, Version 1.1 Book

ISBN: 0201461404

ISBN13: 9780201461404

OpenGL Reference Manual: The Official Reference Document to OpenGL, Version 1.1

The OpenGL(R) Reference Manual, Second Edition, documents all OpenGL functions, including brand new features recently approved by the OpenGL Architecture Review Board (ARB) for inclusion in OpenGL,... This description may be from another edition of this product.

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Format: Paperback

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Customer Reviews

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Still the definitive guide to OpenGL

For those graphic programmers who think that Java3D requires that you program at too high a level and want more elementary control over their graphics operations, OpenGL is probably a good choice for a graphics programming API. So, assuming you already have a good grasp of computer graphics programming concepts and can already program in the C language, this guide is probably your best bet. If you don't already know these things, you will be completely lost trying to read this book. The book starts out in chapter one showing the reader exactly what OpenGL can and cannot do. Supporting code and instructive figures are supplied. The next few chapters deal with performing basic graphics tasks by using the OpenGL API. Topics included are viewing, display lists, color, lighting, blending, antialiasing, and fog. Again, if you are not already familiar with how to write pseudocode for these type of graphics tasks, you need to find a good basic computer graphics text and learn the techniques first. The next part of the book moves on to slightly more advanced topics such as texture mapping, tessellators, quadrics, and NURBs all from the standpoint of "How do I do this in OpenGL?". The chapter entitled "Now That You Know" is especially valuable to the experienced graphics programmer. Unlike previous chapters, this chapter presents a collection of examples of higher-level graphics capabilities and some incomplete OpenGL code for those examples. The reader is expected to flesh out the code to get a running graphics program, and the book does point this fact out. Chapter 15, "OpenGL 20 and the OpenGL Shading Language", is the only truly new material in this 5th edition of the OpenGL programming guide. Thus, if you are not interested in using the OpenGL shader, you can probably forge ahead with the 4th edition of the guide if you already have a copy. For those readers who want to learn OpenGL but have not yet learned computer graphics techniques, I highly recommend "Computer Graphics Using Open GL" (2nd Edition) by Francis Hill. That book has all of the basic graphics techniques explained using OpenGL code. However, note that it is a computer graphics textbook, NOT an OpenGL tutorial. Also, you might want to pick up a copy of Schaum's outline of computer graphics. It is an inexpensive guide to both 2D and 3D computer graphics techniques that is not specifically aimed at any particular language or API, and it has many excellent exercises that help you learn the material.

A must buy ... !!!

I'm new to graphics programming. I started out by programming in DirectX, using LaMothe's "Windows Game Programming for Dummies". The book was OK, but due to the extreme confusion of DirectX, I wasn't able to understand past chapter 3.So, if you're confused about DirectX and really need to program in OpenGL, that's the best book to buy. The book takes you step by step from scratch to building up your program. Tons of coding examples are included in the book, and are very well documented. What's good about this book is all the coding examples are based on the C language. So, if you're not a good C++ programmer, or a better C than a C++ programmer, then this is the book to get.One drawback about the book, is it doesn't include a CD. So, you have to write all the code yourself. That gives you a hands-on experience. The book also doesn't include the GLUT library, and most of the examples in the book use it. So you have to download it. ...

Excellent place to start learning 3D programming

Before I started reading this book, I tried learning from the Direct3D on-line documentation. I had no previous knowledge in polygons at all. I had managed to hack up an unlit polygon, but I still never knew what I was doing. After much frustration (help files are never helpful) I decided to bite the bullet and buy a book on OpenGL. This book has been the best investment I have made so far to my programming career. Even if you want to use a different 3d API, you should start with this book, because OpenGL is EASY to learn. In fact, I can even understand D3D documentation now!

Updated OpenGL coverage; best practical 3D book

The 3rd Edition of the "OpenGL Programming Guide" is an important upgrade to what is the definitive introduction to OpenGL programming. I was pleased to participate in the technical review of this book so I can attest to (and I guess be held indirectly accountable for) the book's completeness and accuracy.If you are interested in practical 3D programming using the latest in 3D hardware acceleration and you want a straightforward and portable programming interface, OpenGL is definitely the way to go, and this book is what you need to get started.Since the last update two years ago, OpenGL 1.2 and the OpenGL multitexturing extension have been standardized. This Guide has complete explanations and tutorial coverage on all new OpenGL 1.2 features and the multitexturing extension.OpenGL 1.2 is packed with new features like volume textures, image processing capabilities, more image formats, etc, etc. The book covers _all_ the new stuff in OpenGL 1.2. OpenGL multitexturing is already widely available. Games such as the much anticipated "Quake III: Arena" use OpenGL multitexturing, and I expect lots of other 3D games will be using multitexturing as well. Since the book uses the OpenGL Utility Toolkit (GLUT), all the examples can be compiled and run on basically all OpenGL implemenetations, independent of operating system (Linux, Windows 95/NT, IRIX, MacOS, etc). The updated book also contains appendices that detail operating system specific OpenGL usage.If you are a newbie to OpenGL, this is definitely the book to start with.But I bet most OpenGL programmers already have an earlier edition of this book so the big question is whether the new edition is worth it. If you still have the 1st edition, getting the 3rd is a no-brainer. If you have the 2nd edition, the main benefit of the 3rd edition is the new coverage of OpenGL 1.2 and multitexturing and the improved coverage of operating system support.- Mark Kilgard, author of the OpenGL Utility Tookit (GLUT) and "Programming OpenGL for the X Window System"

Should be in every serious 3D programmer's library

The Opengl Programming Guide has become a standard to which other 3D programming books are compared. It serves two basic functions: a tutorial of topical 3D concepts inherent in todays 3D graphics hardware/software and an instructional manual offering a precise explanation of the functional calls with supporting attributes/arguments defined by the OpenGL Application Programming Interface. The book is extremely well organized and allows readers to focus on specific topics while still maintaining perspective of the entire rendering pipeline. It is comprehensive, up-to-date and easy to read making it my first choice for clarifying all 3D technical issues. I cannot imagine a serious 3D programmer or software architect not having this book included in their personal library.
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