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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)
Mobile 3D Graphics: with OpenGL ES and M3G (The Morgan Kaufmann Series in Computer Graphics)
OpenGL(R) SuperBible: Comprehensive Tutorial and Reference Edition) (OpenGL)
OpenGL- ES 2.0 Programming Guide
OpenGL(R) Shading Language (2nd Edition) (OpenGL)
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 ES Game Development (Game Development Series)
OpenGL(R) Programming on Mac OS(R) X: Architecture, Performance, and Integration (OpenGL)

OpenGL(R) SuperBible: Comprehensive Tutorial and Reference Edition) (OpenGL)

OpenGL(R) SuperBible: Comprehensive Tutorial and Reference  Edition) (OpenGL)

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Authors: Richard S. Wright, Benjamin Lipchak, Nicholas Haemel
Publisher: Addison-Wesley Professional
Category: Book

List Price: $59.99
Buy New: $45.00
You Save: $14.99 (25%)



New (29) Used (6) from $45.00

Avg. Customer Rating: 4.5 out of 5 stars 10 reviews
Sales Rank: 45207

Media: Paperback
Edition: 4
Number Of Items: 1
Pages: 1248
Shipping Weight (lbs): 3.9
Dimensions (in): 9 x 7.2 x 2.3

ISBN: 0321498828
Dewey Decimal Number: 006.66
EAN: 9780321498823
ASIN: 0321498828

Publication Date: June 28, 2007
Availability: Usually ships in 1-2 business days

Editorial Reviews:

Product Description

OpenGL SuperBible, Fourth Edition, begins by illuminating the core techniques of “classic” OpenGL graphics programming, from drawing in space to geometric transformations, from lighting to texture mapping. The authors cover newer OpenGL capabilities, including OpenGL 2.1’s powerful programmable pipeline, vertex and fragment shaders, and advanced buffers. They also present thorough, up-to-date introductions to OpenGL implementations on multiple platforms, including Windows, Mac OS X, GNU/Linux, UNIX, and embedded systems.

Coverage includes

An entirely new chapter on OpenGL ES programming for handhelds

Completely rewritten chapters on OpenGL for Mac OS X and GNU/Linux

Up-to-the-minute coverage of OpenGL on Windows Vista

New material on floating-point color buffers and off-screen rendering

In-depth introductions to 3D modeling and object composition

Expert techniques for utilizing OpenGL’s programmable shading language

Thorough coverage of curves, surfaces, interactive graphics, textures, shadows, and much more

A fully updated API reference, and an all-new section of full-color images

You’ll rely on this book constantly–whether you’re learning OpenGL for the first time, deepening your graphics programming expertise, upgrading from older versions of OpenGL, or porting applications from other environments.

Now part of the OpenGL Technical Library–The official knowledge resource for OpenGL developers

The OpenGL Technical Library provides tutorial and reference books for OpenGL. The Library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies.

Contents

Preface xxvii

About the Authors xxxv

Introduction 1

Part I: The Old Testament

Chapter 1 Introduction to 3D Graphics and OpenGL 9

Chapter 2 Using OpenGL 33

Chapter 3 Drawing in Space: Geometric Primitives and Buffers 73

Chapter 4 Geometric Transformations: The Pipeline 127

Chapter 5 Color, Materials, and Lighting: The Basics 173

Chapter 6 More on Colors and Materials 229

Chapter 7 Imaging with OpenGL 251

Chapter 8 Texture Mapping: The Basics 303

Chapter 9 Texture Mapping: Beyond the Basics 341

Chapter 10 Curves and Surfaces 377

Chapter 11 It’s All About the Pipeline: Faster Geometry Throughput 421

Chapter 12 Interactive Graphics 457

Chapter 13 Occlusion Queries: Why Do More Work Than You Need To? 481

Chapter 14 Depth Textures and Shadows 495

Part II: The New Testament

Chapter 15 Programmable Pipeline: This Isn’t Your Father’s OpenGL 515

Chapter 16 Vertex Shading: Do-It-Yourself Transform, Lighting, and Texgen 547

Chapter 17 Fragment Shading: Empower Your Pixel Processing 567

Chapter 18 Advanced Buffers 601

Part III: The Apocrypha

Chapter 19 Wiggle: OpenGL on Windows 641

Chapter 20 OpenGL on Mac OS X 685

Chapter 21 OpenGL on Linux 713

Chapter 22 OpenGL ES ? OpenGL on the Small 735

Appendix A Further Reading/References 773

Appendix B Glossary 777

Appendix C API Reference 783

Index 1141




Customer Reviews:   Read 5 more reviews...

4 out of 5 stars This is a good book.   October 2, 2008
This book is helpful, only problem for me personally is that I program in C# while this book uses C++. This means that for instance this book uses Matrix functions which are available in the C++ library but which aren't available in C#. But other than that this book is really nice to have because you can learn a lot about OpenGL from this book, which is the purpose of this book. In three words: A Good Buy


5 out of 5 stars Great Reference   September 12, 2008
 1 out of 1 found this review helpful

The SuperBible is a great OpenGL reference. I work with OpenGL daily, and find myself turning to the SuperBible more than the RedBook most weeks. The SuperBible focuses less on the specific syntax and expands a little bit more on application, which is nice when trying to answer some higher-level questions, or at design-time. Let me put it this way: I was originally going to expense this purchase through work, but ended up keeping the book for my own personal collection instead.


5 out of 5 stars Good primer, heavy on examples   August 18, 2008
 1 out of 1 found this review helpful

Nice intro/refresher to OpenGL, the only bummer is that it's now become a bit dated by the recent release of OpenGL 3.0 and Apple's OpenCL.


5 out of 5 stars Best OpenGL book out there for beginners and experienced alike   March 31, 2008
 3 out of 3 found this review helpful

This book has three great uses: as a learning tool for beginners, as an update for intermediates, and as a reference for experts. All groups can be benefited from this book.

With regards to the first, this book provides a much more natural progression between the topics when read front to back. Also, it does not assume a lot of mathematical knowledge, and it will provide some of it as it goes along.

Also, for people who know OpenGL 1.x, this book will be a great way of being introduced to shader programming as part of OpenGL. Also, something I found invaluable in this book is the chapters in optimization (buffer objects, etc). It talks enough about optimizing OpenGL to high-performance applications without delving into 3D engine design (something that is out of the cope), but still filling a niche. Last, it talks about several things that are taken for granted by professionals but novices sometimes have a hard time accessing (post-processing, multiple passes, image processing, etc.)

Even professionals will find the book useful for looking things up, or to use as a reference.



5 out of 5 stars excellent book for OpenGL   March 27, 2008
 3 out of 3 found this review helpful

This is an excellent book for OpenGL topic. I noticed it also includes the most recent works in the computer graphics field which makes it totally different from the free 1st edition bluebook on the internet. I read it everyday on the train to and back from the work. The words used in the book are easy to understand. The authors did a good job presenting the technical details. This is a must-have for all OpenGL software engineers. Would recommend to other people!


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