Download OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1 (7th Edition)
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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1 (7th Edition)
Download OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1 (7th Edition)
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About the Author
Dave Shreiner, director of graphics technology at ARM, Inc., was a longtime member of the core OpenGL team at SGI. He authored the first commercial OpenGL training course and has been developing computer graphics applications for more than two decades. Dave regularly presents at SIGGRAPH and other conferences worldwide. He is coauthor of the OpenGL ES 2.0 Programming Guide (Addison-Wesley, 2009) and the OpenGL ® Reference Manual (Addison-Wesley, 2004), and is series editor for Addison-Wesley’s OpenGL Series.
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Product details
Paperback: 936 pages
Publisher: Addison-Wesley Professional; 7 edition (July 31, 2009)
Language: English
ISBN-10: 0321552628
ISBN-13: 978-0321552624
Product Dimensions:
7 x 2 x 9 inches
Shipping Weight: 3.4 pounds (View shipping rates and policies)
Average Customer Review:
3.1 out of 5 stars
14 customer reviews
Amazon Best Sellers Rank:
#1,503,429 in Books (See Top 100 in Books)
Don't buy this book if you don't already know openGl inside and out. The book mostly focuses on some wrapper classes and a small framework developed by the author. However, I purchased tjhe book to learn openGL-- not some guys personal code. To top it all off, the source code available for the book comes with near incoherent installation instructions. Check google- seems no one is able to get this running. Save your ducats. Use Anton's Guide. Hopefully, a real guide will be available soon.
I purchased this book a long time ago. OpenGL has gone through many revisions since then. It seems like in todays industry there is a hope to make OpenGL the industry standard and cross platform.
This is the definitive OpenGL book. It's not the most recent version of OpenGL but it covers the version most users have in the machine now. Explains the concepts well.
This is the textbook for my computer graphics class, and it is much more useful than the one I had the last time I took a graphics class. I know some reviewers complained about it being filled with deprecated material, but that is a good thing when your class starts out with that material (like mine does) before moving on to the current stuff. So if you just want a quick reference to the most current version of OpenGL, there might be a better book, but if you want a more complete reference that explains how it all fits together, this book is pretty solid.
useful
I have a digital version of this edition on my Kindle DX; I returned the corresponding box set unopened, and bought instead the sixth edition covering OpenGL 2.1. (I prefer hard copy for ease of browsing, except when my hard copy isn't with me.)OpenGL is going through an uncomfortable transition, and the other reviews slam this book for an issue with OpenGL, not this book. My newest hardware, bought within the week, "only" supports OpenGL 2.1, which is fine by me. Sure, these OpenGL manuals are expensive, and many of us have obsolete editions on our bookshelves, but that's no reason to buy an edition that is "too new" for one's hardware. Value your time, and buy exactly the edition that matches your current hardware.
I'm honestly not sure that this books will very useful to many people at all.If you are both new to OpenGL and will have to deal with old OpenGL code, then it might just be worth it, otherwise, forget it.First, literally 85-90% of the pages in the book relate to functions that have been deprecated.Second, it doesn't make it all that clear exactly what has or hasn't been deprecated so it's rather a mess to dig through to find the relevant bits.Finally, it covers rather little beyond the very basics of GLSL, which is basically what OpenGL 3.0+ is all about.Let me put it this way:If you will have to deal with old code base but already know OpenGL pre-3.0 well then you already know how to deal with old OpenGL code base and since the new stuff is so buried and so sparse what does this get you?If you are new to OpenGL and won't have to deal with an old code base why bother with all the deprecated junk? You do not want to be starting off new code doing it the old ways. In this case:If you need to know the basics of the 3D graphics, don't try to learn it from this book, get a solid, general purpose 3D graphics book for that (or at least something like "Advanced Graphics Programming using OpenGL" which also uses largely deprecated functions but it's written in a better style for this purpose).For a basic introduction on how to use OpenGL (to get yourself up to speed on the basic outline of the API), get something like "Beginning OpenGL Game Programming 2nd ed" just get you started. It'll quickly show you the basic ropes of OpenGL and what you need to do to get the system initialized, viewports set, shaders initialized, rendering attached to Windows windows and some basic info on vertex buffers and such. Just looking at the basic, free SDK/docs it would tricky to figure out where to begin, this will show you. After that, for more advanced commands dealing with buffers you can just look at the free OpenGL documents/search the web to learn what more you need, it should all make sense once you know the basic outline of OpenGL.To learn more about the new shader model and changes to GLSL get a book like "OpenGL Shading Language - 3rd ed", way more useful than the few pages in this book on that topic.So:If you already know OpenGL 2.0 just get "OpenGL Shading Language - 3rd ed" and download the latest free OpenGL 3.3 (or whatever version) docs and you are good to go, don't even bother with this book.If you know nothing about OpenGL but do know about 3D graphics then just get "Beginning OpenGL Game Programming 2nd ed" to get you introduced to the API and then get"OpenGL Shading Language - 3rd ed" and download the latest free OpenGL 3.3 (or whatever version) docs and you are good to go, don't even bother with this book.If you know nothing about 3D graphics or OpenGL then get the above two books and add some general references on 3D graphics and don't even bother with this book.EDIT: Also the new 5th edition of OpenGL SuperBible is WAY more worthwhile that this title.Only if you are both new and will also need to deal with an advanced, but old, code base, bother with this book.
If you're new to OpenGL (and computer graphics in general) this book will confuse you to the point of tears. Apparently OpenGL changed quite a bit from the 2.x versions to the 3.x versions. This book explains the 2.x paradigms, then mentions that most of the stuff you just read doesn't apply in version 3.x.It's hard to figure out what's what. For example, Chapter 8 (Drawing Pixels, Bitmaps, Fonts, and Images) sounds very important but the first page of that chapter notes, "Much of the functionality discussed in this chapter was deprecated in OpenGL Version 3.0, and was removed from Version 3.1. It was replaced with more capable functionality using framebuffer objects, which are described in Chapter 10."Great, so we can tear out the 68 pages of Chapter 8 to use as kindling (no pun intended) and move on to Chapter 10. But (and it's a big "but") Chapter 10 notes, "In OpenGL Version 3.1, some of the techniques and functions described in this chapter were removed through deprecation. The concepts are still relevant, but are available using more modern features." By now anyone new to OpenGL and who wants to learn about its latest version would be disgusted with this confusion.OpenGL is now in version 4.x, and a new version of this book is slated for release before the end of 2011. Hopefully the authors will have found a way to present the most current material clearly, with references, perhaps, to earlier versions for those who need that information.
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