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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
- 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:
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 ContainsThis 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.
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.
In addition, there are several appendices that you will likely find useful:
Finally, an extensive Glossary defines the key terms used in this guide.
What's New in This EditionThe 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:
Coverage of these OpenGL Version 1.4 core features:
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 GuideThis 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:
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.
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