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>> PDF Download OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 1.4 (4th Edition), by OpenGL Architecture Review Board, Dav

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OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 1.4 (4th Edition), by OpenGL Architecture Review Board, Dav

OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 1.4 (4th Edition), by OpenGL Architecture Review Board, Dav



OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 1.4 (4th Edition), by OpenGL Architecture Review Board, Dav

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OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 1.4 (4th Edition), by OpenGL Architecture Review Board, Dav

OpenGL is a powerful software interface used to produce high-quality computer graphics. The OpenGL Programming Guide provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through version 1.2. This fourth edition of the bestselling guide will describe all of the latest features of OpenGL versions 1.3 and 1.4, as well as the important OpenGL ARB extensions. Some of the new features in the core library include cube-mapped texture mapping, multi-texturing, multi-sampled anti-aliasing, depth-texturing and shadows, and advanced texture application modes. Most importantly, the ARB vertex and fragment program extension (commonly referred to as "shaders") will be introduced. Many new example programs and color slides have been incorporated as well. As with all of the previous editions, this one was developed under the auspices of the OpenGL Architecture Review Board, and industry consortium responsible for guiding the evolution of OpenGL, and written by some of the most influential developers in the field. Any developer incorporating graphics into his or her programs will want a copy of this authoritative

  • Sales Rank: #2165598 in Books
  • Brand: Addison-Wesley Professional
  • Published on: 2003-11-13
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.18" h x 1.53" w x 7.04" l,
  • Binding: Paperback
  • 816 pages
Features
  • Great product!

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 and color bitmaps and images.

The OpenGL Programming Guide, Fourth Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through version 1.2. This fourth edition of the best-selling guide describes all of the latest features of OpenGL versions 1.3 and 1.4, as well as the important OpenGL Architecture Review Board (ARB) extensions.

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 fourth edition has been extensively updated to include the newest features of OpenGL, versions 1.3 and 1.4, including:

  • Cube-mapped texture mapping
  • Multitexturing
  • Multisampled antialiasing
  • Depth texturing and shadows
  • Advanced texture application modes
  • Most importantly, the ARB vertex and fragment program extension is introduced. Many new example programs have been incorporated as well.



    0321173481B10282003

    About the Author


    0321173481AB08192003

    Excerpt. © Reprinted by permission. All rights reserved.

    The OpenGL graphics system is a software interface to graphics hardware. (The GL stands for Graphics Library.) It allows you to create interactive programs that produce color images of moving three-dimensional objects. With OpenGL, you can control computer-graphics technology to produce realistic pictures or ones that depart from reality in imaginative ways. This guide explains how to program with the OpenGL graphics system to deliver the visual effect you want.

    What This Guide Contains

    This guide has 14 chapters. The first five chapters present basic information that you need to understand to be able to draw a properly colored and lit three-dimensional object on the screen.

  • Chapter 1, "Introduction to OpenGL," provides a glimpse into the kinds of things OpenGL can do. It also presents a simple OpenGL program and explains essential programming details you need to know for subsequent chapters.
  • Chapter 2, "State Management and Drawing Geometric Objects," explains how to create a three-dimensional geometric description of an object that is eventually drawn on the screen.
  • Chapter 3, "Viewing," describes how such three-dimensional models are transformed before being drawn on a two-dimensional screen. You can control these transformations to show a particular view of a model.
  • Chapter 4, "Color," describes how to specify the color and shading method used to draw an object.
  • Chapter 5, "Lighting," explains how to control the lighting conditions surrounding an object and how that object responds to light (that is, how it reflects or absorbs light). Lighting is an important topic, since objects usually don't look three-dimensional until they're lit.
  • The remaining chapters explain how to optimize or add sophisticated features to your three-dimensional scene. You might choose not to take advantage of many of these features until you're more comfortable with OpenGL. Particularly advanced topics are noted in the text where they occur.

  • Chapter 6, "Blending, Antialiasing, Fog, and Polygon Offset," describes techniques essential to creating a realistic scene--alpha blending (to create transparent objects), antialiasing (to eliminate jagged edges), atmospheric effects (to simulate fog or smog), and polygon offset (to remove visual artifacts when highlighting the edges of filled polygons).
  • Chapter 7, "Display Lists," discusses how to store a series of OpenGL commands for execution at a later time. You'll want to use this feature to increase the performance of your OpenGL program.
  • Chapter 8, "Drawing Pixels, Bitmaps, Fonts, and Images," discusses how to work with sets of two-dimensional data as bitmaps or images. One typical use for bitmaps is describing characters in fonts.
  • Chapter 9, "Texture Mapping," explains how to map one-, two-, and three-dimensional images called textures onto three-dimensional objects. Many marvelous effects can be achieved through texture mapping.
  • Chapter 10, "The Framebuffer," describes all the possible buffers that can exist in an OpenGL implementation and how you can control them. You can use the buffers for such effects as hidden-surface elimination, stenciling, masking, motion blur, and depth-of-field focusing.
  • Chapter 11, "Tessellators and Quadrics," shows how to use the tessellation and quadrics routines in the GLU (OpenGL Utility Library).
  • Chapter 12, "Evaluators and NURBS," gives an introduction to advanced techniques for efficient generation of curves or surfaces.
  • Chapter 13, "Selection and Feedback," explains how you can use OpenGL's selection mechanism to select an object on the screen. Additionally, the chapter explains the feedback mechanism, which allows you to collect the drawing information OpenGL produces, rather than having it be used to draw on the screen.
  • Chapter 14, "Now That You Know," describes how to use OpenGL in several clever and unexpected ways to produce interesting results. These techniques are drawn from years of experience with both OpenGL and the technological precursor to OpenGL, the Silicon Graphics IRIS Graphics Library.
  • In addition, there are several appendices that you will likely find useful:

  • Appendix A, "Order of Operations," gives a technical overview of the operations OpenGL performs, briefly describing them in the order in which they occur as an application executes.
  • Appendix B, "State Variables," lists the state variables that OpenGL maintains and describes how to obtain their values.
  • Appendix C, "OpenGL and Window Systems," briefly describes the routines available in window-system-specific libraries, which are extended to support OpenGL rendering. Window system interfaces to the X Window System, Apple MacIntosh, IBM OS/2, and Microsoft Windows are discussed here.
  • Appendix D, "Basics of GLUT: The OpenGL Utility Toolkit," discusses the library that handles window system operations. GLUT is portable and it makes code examples shorter and more comprehensible.
  • Appendix E, "Calculating Normal Vectors," tells you how to calculate normal vectors for different types of geometric objects.
  • Appendix F, "Homogeneous Coordinates and Transformation Matrices," explains some of the mathematics behind matrix transformations.
  • Appendix G, "Programming Tips," lists some programming tips based on the intentions of the designers of OpenGL that you might find useful.
  • Appendix H, "OpenGL Invariance," describes when and where an OpenGL implementation must generate the exact pixel values described in the OpenGL specification.
  • Finally, an extensive Glossary defines the key terms used in this guide.

    What's New in This Edition

    The fourth edition of the OpenGL Programming Guide includes new and updated material, covering both OpenGL Version 1.3 and 1.4:

    Coverage of the following new core capabilities of OpenGL Version 1.3 have been added:

  • Multisampling
  • Row major matrices
  • Texturing enhancements, including cube map textures, compressed texture images, new texture environment modes (GL_ADD and GL_COMBINE), and a new texture wrapping mode (GL_CLAMP_TO_BORDER)
  • Coverage of these OpenGL Version 1.4 core features:

  • Multiple draw vertex arrays
  • Raster position specification based upon window coordinates, not world coordinates
  • New blending functionality, including separate RGB and alpha blending functions
  • Fog coordinates that may be explicitly associated with vertices
  • Point parameters that control rendering attributes of point primitives
  • Secondary color for post-texturing application
  • New texturing features, such as a level-of-detail bias for mipmap selection, automatic mipmap regeneration, the GL_MIRRORED_REPEAT texture wrapping mode, and depth texture images
  • New stencil operations that allow stencil values to wrap around, rather than clamp to a minimum or maximum value
  • The previously published section on multitexturing has been updated to reflect the promotion of multitexturing to the core OpenGL feature set

    Bug fixes

    What You Should Know Before Reading This Guide

    This guide assumes only that you know how to program in the C language and that you have some background in mathematics (geometry, trigonometry, linear algebra, calculus, and differential geometry). Even if you have little or no experience with computer-graphics technology, you should be able to follow most of the discussions in this book. Of course, computer graphics is a huge subject, so you may want to enrich your learning experience with supplemental reading:

  • Computer Graphics: Principles and Practice by James D. Foley, Andries van Dam, Steven K. Feiner, and John F. Hughes (Addison-Wesley, 1990)—This book is an encyclopedic treatment of the subject of computer graphics. It includes a wealth of information but is probably best read after you have some experience with the subject.
  • 3D Computer Graphics by Andrew S. Glassner (The Lyons Press, 1994)—This book is a nontechnical, gentle introduction to computer graphics. It focuses on the visual effects that can be achieved, rather than on the techniques needed to achieve them.
  • Another great place for all sorts of general information is the Official OpenGL Web Site. This Web site contains software, documentation, FAQs, and news. It is always a good place to start any search for answers to your OpenGL questions:http://www.opengl.org/

    Once you begin programming with OpenGL, you might want to obtain the OpenGL Reference Manual by the OpenGL Architecture Review Board (also published by Addison-Wesley), which is designed as a companion volume to this guide. The Reference Manual provides a technical view of how OpenGL operates on data that describes a geometric object or an image to produce an image on the screen. It also contains full descriptions of each set of related OpenGL commands--the parameters used by the commands, the default values for those parameters, and what the commands accomplish. Many OpenGL implementations have this same material online, in the form of manual pages or other help documents, which are probably more up-to-date. There are also versions on the World Wide Web; consult the previously mentioned Official OpenGL Web Site.

    OpenGL is really a hardware-independent specification of a programming interface, and you use a particular implementation of it on a particular kind of hardware. This guide explains how to program with any OpenGL implementation. However, since implementations may vary slightly--in performance and in providing additional, optional features, for example--you might want to investigate whether supplementary documentation is available for the particular implem...

    Most helpful customer reviews

    17 of 17 people found the following review helpful.
    An Excellent Beginning Reference for OpenGL
    By Matthew K. Minerd
    When learning computer graphics, theory relies upon some sort of actual rendering environment to make life a lot easier for the programmer. This text helps to alleviate these problems by making the OpenGL architecture available in a structured way. The most positive aspects of the text are its pure devotion to teaching OpenGL as well as its copious, yet succinct examples provided for the presented topics.

    The text does not proclaim to be a full text for teaching computer graphics. It claims to be a guide to programming using OpenGL. It completely fulfills that claim. While it does not treat every aspect of OpenGL, the text presents the major topics which are important in writing programs that will render their 3D graphics using OpenGL. It progresses from simple topics through more advanced topics in a seemless way and also is noted in such a way that it functions as an excellent reference when memory alone can not remember syntax for rendering functions.

    The code provided with the book provides examples of topics that are presented but do not overwhelm the reader. It is an awful thing to buy a book and have it be predominantly code. Everything presented is succinct, expressing only the newly presented facets of OpenGL. This is grand when one wants to see how a given new topic may be implemented.

    It would probably be best to view this text as an ancillary text for learning computer graphics. It is important to remember that the mathematics and algorithms necessary for thorough graphics simulation are of prime importance. However, after the mathematics and algorithms are known, one must know how to perform the operations necessary to render their worlds in the context of a 3D rendering library. This book allows for learning that for the OpenGL rendering architecture.

    7 of 7 people found the following review helpful.
    Required reading for all OpenGL programmers
    By Patrick J. Cozzi
    This is a concise, easy to read tutorial and reference for OpenGL programmers. The examples are easy to reuse and short enough that they don't bog you down in irrelevant details. The book is well organized. You can read it cover to cover or just skip right to the topic that you're interested in.

    I found the section on the GLU tessellator invaluable. The chapters on viewing and lighting are the easiest to follow discussions of these topics that I've ever read.

    Programmers with no previous graphics experience will be able to follow this book and become productive with basic OpenGL operations.

    My only complaint is that it's not longer. It gives you enough information to get started and complete most tasks but won't answer your very specific questions. But there's plenty of information elsewhere on more advanced topics.

    7 of 7 people found the following review helpful.
    Good introduction to OpenGL
    By Brian W. Mulligan
    I've been working with graphics for about 5 years, using an abstracted library. When I had to take over the library, this book provided me an excellent introduction to the use of OpenGL. This book is very good for learning how to use OpenGL, and specific commands, and is presented in a relatively logical order. I keep a copy of this on my bookshelf next to a copy of the OpenGL Super Bible, which is a little better as a pure reference guide. Between the two (and MSDN) I can figure out pretty much any problem, one way or another.

    See all 10 customer reviews...

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