PDF Download OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2.1 (6th Edition)
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OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2.1 (6th Edition)
PDF Download OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2.1 (6th Edition)
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From the Back Cover
OpenGL is a powerful software interface used to produce high-quality, computer-generated images and interactive applications using 2D and 3D objects, bitmaps, and color images. The OpenGL® Programming Guide, Sixth Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 2.0. This sixth edition of the best-selling "red book" describes the latest features of OpenGL Version 2.1, including expanded coverage of the OpenGL Shading Language. You will find clear explanations of OpenGL functionality and many basic computer graphics techniques, such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism. In addition, this book provides in-depth coverage of advanced techniques, including texture mapping, antialiasing, fog and atmospheric effects, NURBS, image processing, and more. The text also explores other key topics such as enhancing performance, OpenGL extensions, and cross-platform techniques. This sixth edition has been updated to include the newest features of OpenGL Versions 2.1, including: Using server-side pixel buffers objects for fast pixel rectangle download and retrieval Discussion of the sRGB texture format Expanded discussion of the OpenGL Shading Language This edition continues the discussion of the OpenGL Shading Language (GLSL) and explains the mechanics of using this language to create complex graphics effects and boost the computational power of OpenGL.
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About the Author
Dave Shreiner, a computer graphics specialist at ARM, Inc., was a longtime member of the core OpenGL team at SGI. He authored the first commercial OpenGL training course, and has been developing computer graphics applications for more than two decades. Dave regularly presents at SIGGRAPH and other conferences worldwide, and is coauthor of the OpenGL® Reference Manual (Addison-Wesley).
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Product details
Paperback: 928 pages
Publisher: Addison-Wesley Professional; 6 edition (August 9, 2007)
Language: English
ISBN-10: 0321481003
ISBN-13: 978-0321481009
Product Dimensions:
7 x 1.6 x 9.1 inches
Shipping Weight: 3 pounds (View shipping rates and policies)
Average Customer Review:
3.9 out of 5 stars
24 customer reviews
Amazon Best Sellers Rank:
#2,016,689 in Books (See Top 100 in Books)
Straight to the facts...This book is good on concepts and theory, a bit shadey in the area of actual code. To expand on that statement, some of the code is indeed buggy. You can work the logic errors easily by evaluating the code. But with that said, don't rely on the code all the time. The book's way of introducing and covering topics of geometry,algebra,trigonomtry, and physics is very comfortable. You will indeed learn the beautiful tricks of smoothing and shading/lighting when rendering your scenes.If you are a beginner developer, know that this book is not intended as a good read at your level.If you don't already know, OpenGL does not have any audio(music,sound,etc) capabilities. OpenGL is a Graphical Software Development Kit.
this is a very good book.it contains a lots of example so that I can try it myself.there are also explanations about the code which helps a lot.
good book
This is a very helpful book for learning OpenGl. However, dont expect it to teach you C++, you had better already know that before you try to learn OpenGL. Good examples and easy to read.
Title says everything. This book covers an older version of OpenGL, but is the one I've got.You want to know OpenGL, buy this book (get the one appropriate to your OpenGL version).
The Red Book is the bible for OpenGL programmers. Get the latest edition and you'll have all you need for OpenGL reference.
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. ...
This is an excellent book on OpenGL. This may not be for the absolute beginner in computer graphics (it does assume you understand some concepts of computer generated graphics) but for those that understand the fundamentals of graphics, this is a superb book. Commands are organized nicely into numbers of tables for eacy access along with extensive indexes for reference. Not only does it explain the commands that OpenGL uses, it goes into what happens behind the scenes (what OpenGL does "for you") when you invoke a command. This can make determining if an effect is too taxing on your processor to bother with. For someone that knows a little something about computer graphics (you don't really have to know much) and is learning OpenGL, this is an essential piece of equipment.
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