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OpenGL(R) ES 2.0 Programming Guide (OpenGL)
OpenGL- ES 2.0 Programming Guide
Introduction to C Programming with a little OpenGL Graphics for fun
OpenGL Cookbook
Bestsellers
OpenGL(R) ES 2.0 Programming Guide (OpenGL)
OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2.1 (6th Edition) (OpenGL)
OpenGL(R) SuperBible: Comprehensive Tutorial and Reference Edition) (OpenGL)
Mobile 3D Graphics: with OpenGL ES and M3G (The Morgan Kaufmann Series in Computer Graphics)
OpenGL ES Game Development (Game Development Series)
Interactive Computer Graphics: A Top-Down Approach Using OpenGL (5th Edition)
OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2 (5th Edition) (OpenGL)
OpenGL(R) Shading Language (2nd Edition) (OpenGL)
OpenGL(R) Programming on Mac OS(R) X: Architecture, Performance, and Integration (OpenGL)
OpenGL- ES 2.0 Programming Guide

OpenGL(R) Programming on Mac OS(R) X: Architecture, Performance, and Integration (OpenGL)

OpenGL(R) Programming on Mac OS(R) X: Architecture, Performance, and Integration (OpenGL)

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Authors: Robert P. Kuehne, J. D. Sullivan
Publisher: Addison-Wesley Professional
Category: Book

List Price: $49.99
Buy New: $33.44
You Save: $16.55 (33%)



New (41) Used (10) from $28.68

Avg. Customer Rating: 4.5 out of 5 stars 2 reviews
Sales Rank: 89961

Media: Paperback
Edition: 1
Number Of Items: 1
Pages: 368
Shipping Weight (lbs): 1.5
Dimensions (in): 9.1 x 7 x 0.9

ISBN: 0321356527
Dewey Decimal Number: 006.66
EAN: 9780321356529
ASIN: 0321356527

Publication Date: December 27, 2007
Availability: Usually ships in 1-2 business days
Condition: All orders ship same business day via standard shipping (USPS Media Mail) if received by 1 PM CST.

Editorial Reviews:

Product Description

The Mac has fully embraced OpenGL throughout its visual systems. In fact, Apple's highly efficient, modern OpenGL implementation makes Mac OS X one of today's best platforms for OpenGL development. OpenGL Programming on Mac OS X is the first comprehensive resource for every graphics programmer who wants to create, port, or optimize OpenGL applications for this high-volume platform.

Leading OpenGL experts Robert Kuehne and J. D. Sullivan thoroughly explain the Mac's diverse OpenGL APIs, both old and new. They illuminate crucial OpenGL setup, configuration, and performance issues that are unique to the Mac platform. Next, they offer practical, start-to-finish guidance for integrating key Mac-native APIs with OpenGL, and leveraging the full power of the Mac platform in your graphics applications.

Coverage includes

  • A thorough review of Mac hardware and software architectures and their performance implications
  • In-depth, expert guidance for accessing OpenGL from each of the Mac's core APIs: CGL, AGL, and Cocoa
  • Interoperating with other Mac APIs: incorporating video with QuickTime, performing image effects with Core Image, and processing CoreVideo data
  • Analyzing Mac OpenGL application performance, resolving bottlenecks, and leveraging optimizations only available on the Mac
  • Detecting, integrating, and using OpenGL extensions
  • An accompanying Web site (www.macopenglbook.com) contains the book's example code, plus additional OpenGL-related resources.

OpenGL Programming on Mac OS X will be valuable to Mac programmers seeking to leverage OpenGL's power, OpenGL developers porting their applications to the Mac platform, and cross-platform graphics developers who want to take advantage of the Mac platform's uniquely intuitive style and efficiency.




Customer Reviews:

4 out of 5 stars multiple APIs to choose from   February 26, 2008
 4 out of 13 found this review helpful

The text describe the nitty gritty of coding or porting your OpenGL applications to the Mac OS X environment. To a limited extent, the book has a general treatment of programming in OpenGL. But it is not meant as a text on the latter. Instead the focus is on the "issues" that making for possible problems on OS X.

One of which is that OS X has 2 types of windows, Carbon and Cocoa. It might perhaps be nicer if there was only one. But this is what you have to deal with. The Apple OpenGL (AGL) is the interface to Carbon, while you need the Cocoa OpenGL for Cocoa. It is slightly unusual that a major platform would have 2 types, and you may want to code just for one type. The book gives many details about both APIs, as well as the GLUT API. An evenhanded discussion. Different readers might well have different preferences.

Some of you should check out the discussion about multithreading, if intensive graphics performance is needed in your applications. The OS X OpenGL engine is said to have much better performance due to its multithreading, than typical serial engines.



5 out of 5 stars Boost your OpenGL Programming Productivity   February 17, 2008
 9 out of 10 found this review helpful

This book has a lot of shining points. First, all its explanations are crystal clear, focused into the concepts and techniques OpenGL developers really need. Furthermore, the book comprises OpenGL architecture and configuration on OS X, and the various APIs we can use in order to create OpenGL applications, specifically, CGL, AGL, Cocoa, (our old buddy) GLUT, and X11 APIs. A chapter focused into API interoperability is also included. But there is much more information in this book: history notes, a germane review of Mac's hardware, OS X programming, compatibility between Mac platforms, and a discussion about OpenGL extensions. Appendices contain an useful Glossary and notes about Cocoa API for OpenGL in Leopard. Last but not least, the book is the OpenGL/Mac companion we were demanding.

This, however, is not a book for starting to learn OpenGL (use the OpenGL SuperBible or the Red Book instead). This is a book aimed at two categories of programmers: Mac developers in general, and those with OpenGL foundations who want to explore the enormous benefits of OpenGL development on Mac OS X. I do strongly believe that any OpenGL developer will benefit of studying this great book.

Personally, Chapter 11 is the one I've enjoyed the most. The technical wisdom revealed in such chapter almost justifies by itself the full cost of the book. It's such a fine chapter. The almost 5 pages covering the "Axioms for Designing High-Performance OpenGL Applications" are very interesting, particularly the care we must have when doing our OpenGL drawing in Object-Oriented programs; we could easily incur considerable glVertex overhead, if our code is not properly structured. The little tutorial section "Putting It All Together" includes a detailed optimization of an OpenGL program, "Please Tune Me". Delicious. Very Recommended.



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