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OpenGL(R) Reference Manual: The Official Reference Document to OpenGL, Version 1.4 (4th Edition) (OpenGL)

OpenGL(R) Reference Manual: The Official Reference Document to OpenGL, Version 1.4 (4th Edition) (OpenGL)

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Authors: Opengl Architecture Review Board, Dave Shreiner
Publisher: Addison-Wesley Professional
Category: Book

List Price: $64.99
Buy New: $34.88
You Save: $30.11 (46%)



New (6) Used (6) from $27.95

Avg. Customer Rating: 4.5 out of 5 stars 42 reviews
Sales Rank: 82332

Media: Paperback
Edition: 4
Number Of Items: 1
Pages: 784
Shipping Weight (lbs): 2.7
Dimensions (in): 8.8 x 7.1 x 1.8

ISBN: 032117383X
Dewey Decimal Number: 006.66
UPC: 785342173833
EAN: 9780321173836
ASIN: 032117383X

Publication Date: March 26, 2004
Availability: Usually ships in 1-2 business days
Shipping: Expedited shipping available
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Also Available In:

  • Paperback - OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL, Version 1.2 (3rd Edition)
  • Paperback - Official Opengl Library
  • Paperback - OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2 (5th Edition) (OpenGL)
  • Paperback - OpenGL(R) Reference Manual: The Official Reference Document to OpenGL, Version 1.1 (2nd Edition)
  • Paperback - OpenGL(R) Reference Manual: The Official Reference Document to OpenGL, Version 1.2 (3rd Edition) (Opengl)
  • Paperback - OpenGL Boxed Set

Similar Items:

  • OpenGL(R) Shading Language (2nd Edition) (OpenGL)
  • OpenGL(R) SuperBible: Comprehensive Tutorial and Reference Edition) (OpenGL)
  • Interactive Computer Graphics: A Top-Down Approach Using OpenGL (5th Edition)
  • Beginning OpenGL Game Programming (Game Development Series)
  • Computer Graphics Using Open GL (2nd Edition)

Editorial Reviews:

Amazon.com Review
The OpenGL Programming Guide, now in its third edition, is the definitive volume for programmers using this evolving graphics interface standard. Written by members of the OpenGL Architecture Review Board, this book offers understandable tutorials and lessons on getting up to speed and getting the most out of the latest version of OpenGL, version 1.2.

The guide uses code examples in C and is targeted at programmers who have experience in coding yet are new to coding for OpenGL applications. The opening chapters go into descriptive detail of how OpenGL, the software interface for hardware 3-D chipsets, works and what you can expect from it, which turns out to be much more than you might have thought. Color plates are used, for example, to show how OpenGL handles such effects as motion blur and depth-of-field blur, in addition to shadows and texture mapping.

This is not a beginner's guide to programming computer graphics. Some previous knowledge of both programming in general and computer graphics in particular is required. For example, code snippets are used to describe how to implement these effects, but because OpenGL is platform-independent, some code examples may need to be modified when used with your specific compiler.

Filled with the expertise of those who standardized OpenGL, there is no better reference volume for learning and understanding this system. The examples cited are clear, commented, and explained. The only drawback to the book is that it lacks a companion CD-ROM--all examples must be either typed in or downloaded from an Internet FTP site. (The URL is listed in the preface.) --Mike Caputo

Product Description
OpenGL is a powerful software interface for graphics hardware that allows graphics programmers to produce high-quality color images of 3D objects. The functions in the OpenGL library enable programmers to build geometric models, view models interactively in 3D space, control color and lighting, manipulate images, and perform such tasks as alpha blending, antialiasing, depth cueing, and texture mapping.

The OpenGL 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, Version 1.1. The ARB is an industry consortium responsible for defining OpenGL, composed of such industry leaders as Digital Equipment Corporation, Evans & Sutherland, Hewlett-Packard, Intel, IBM, Intergraph, Microsoft, Sun Microsystems, and Silicon Graphics.

Each reference page fully describes: C specifications, relevant parameters, the effects of functions, possible errors generated by functions, associated effects, Reference pages for the OpenGL Utility Library (GLU) and the OpenGL extension to the X Window System (GLX) are included in this manual.


Customer Reviews:   Read 37 more reviews...

5 out of 5 stars By far the best OpenGL resource available   August 27, 2007
If you're a serious OpenGL programmer like I am, this book is basically a bible. Unlike DirectX, there aren't a ton of decent places to find documentation for OpenGL. I've had to do some pretty complex programming and every single time the "Red Book" helped me accomplish the goal.

Honestly though, I think a lot of this material should be online. This is not a book you read cover to cover. It's something you need if you're having trouble with blending operations in your scene and you need to know more about how OpenGL works (not for novices). I would suggest buying the "Blue Book" along with this (The OpenGL reference manual). The blue book goes over each API call in detail (similar to what you would expect from MSDN).



5 out of 5 stars OpenGL programming guide   July 19, 2007
 1 out of 1 found this review helpful

Recently I had my first experience in programming computer graphics with OpenGL. After considering many sources I would recommend the Official Guide to Learning OpenGL the best option for beginner in the computer graphics area with mathematical background. Besides, book is very helpful for use as a reference during the entire programming process with OpenGL.

It provides the necessary level of detail, not going too deep in underlying mathematical concepts explanations unlike many other books. For anyone interested in more detail each subchapter has "Advanced" section providing in depth explanations. It also contains working sample programs written in C/C++ (which could easily be integrated to other programming languages) being really helpful during learning process.

The complete reading of book not required once started, as after having understanding of how main concepts of OpenGL works, it could be used as search convenient reference manual. One can easily find the subject of interest and gain rather complete understanding of topic after reading corresponding section.



5 out of 5 stars Concise and clear. A must to have on your bookshelf   May 9, 2007
 1 out of 1 found this review helpful

When we migrated from DirectX to OpenGL and from Microsoft to Linux this book was a constant reference during those weeks of hard work. It is concise, clear and documents well OpenGL. You have to know what you are looking for, but... that's the purpose of a reference guide, right?.
Great job on compiling the material !!!!
Gabriel



5 out of 5 stars I've recieved my product without problems.   January 12, 2007
 1 out of 30 found this review helpful

I've recieved my product without problems. Good book, fast ship. I'm satisfied.


4 out of 5 stars Excellent resource for OpenGL   January 12, 2007
 9 out of 10 found this review helpful

OpenGL isn't a beginner's topic. It is a (seemingly) complex world of graphics processing at the lowest levels. It is not for the timid or mathematically illiterate. This book addresses the topic in a very logical manner. When you know and understand OpenGL, it is easy to understand that some elements of a logical progression do not necessarily make the best sense to a newcomer to the technology. When first embracing OpenGL, there is a relatively steep on-ramp for some kinds of thinkers. So what's new? Everyone thinks a bit differently.

This book will point your thinking in the direction of OpenGL. It takes a very steady, but fundamental course toward that objective. It is not full of fluff, nor does it attempt to overwhelm the uninitiated with superfluous content. It does a really good job at combining elements of the nitty-gritty of OpenGL code with the practices and underlying architecture of the OpenGL system as implemented by the standards-conformant graphics hardware/drivers. It has a very comprehensive expose of the OpenGL pipeline and every reasonable aspect of using OpenGL at the fundamental level and with the GLUT.

My copy of this book is well-worn from countless flippings back-n-forth of pages and chapters as I continue to extract useful information about OpenGL from it. Perhaps it deserves 5 stars, but I have no frame of reference nor am I a gift to OpenGL programmers, so I rate it conservatively at 4.5 stars.

The book reads very easily. It is not wordy or overly terse. It does assume that you've had at least fundamental mathematics representative of college-level computer science majors. Even if your math skills are not so well-developed, this book doesn't try to drown you in such things, rather, it directs you toward the practices of accomplishing OpenGL programming assuming that you will learn that math that is necessary for the work you intend to do. It also assumes that you have strong fundamentals in C programming. It also assumes that you're able to read and comprehend English. I don't find any of these to be worthy of a disclaimer as might another reviewer.

The book is presented very well. I can not say enough how straight-forward and logically it proceeds through the topics necessary to get up-to-speed with OpenGL programming. It reads well, too. That is, you don't necessarily need to be sitting at your computer in order to enjoy elements of this book while learning about OpenGL.

The included examples are well-chosen to illustate the points made during the course of the text where they are found. I had absolutely no problem compiling and executing them on my GNU/Linux-based system using Mesa and GCC.

I would suggest that you plan to spend some quality time with this book if you're serious about learning OpenGL. Some of the topics take more than a brief reading to fully sink-in...at least they did for me! There are a few sections that I spent several hours on and re-read several times, which I credit to the technical-aspects of the content rather than reduce to an "issue" with the authors' presentation skills. OpenGL isn't going to be easy if you're relatively new to 2D and 3D programming. It is probably an "advanced" topic for all but the most severe.

The book is thoroughly enjoyable and when completed and you're banging away OpenGL code with style and grace, there is a notable sense of accomplishment. I had a lot of fun dissecting this book until my brain finally decided to learn its contents.



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