PDF Download OpenGL SuperBible: Comprehensive Tutorial and Reference
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OpenGL SuperBible: Comprehensive Tutorial and Reference
PDF Download OpenGL SuperBible: Comprehensive Tutorial and Reference
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From the Back Cover
OpenGL® SuperBible, Fifth Editionis the definitive programmer's guide, tutorial, and reference for the world's leading 3D API for real-time computer graphics, OpenGL 3.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the API and essential associated programming concepts. Readers will find up-to-date, hands-on guidance on all facets of modern OpenGL development, including transformations, texture mapping, shaders, advanced buffers, geometry management, and much more. Fully revised to reflect ARB's latest official specification (3.3), this edition also contains a new start-to-finish tutorial on OpenGL for the iPhone, iPod touch, and iPad. Coverage includes• A practical introduction to the essentials of real-time 3D graphics• Core OpenGL 3.3 techniques for rendering, transformations, and texturing• Writing your own shaders, with examples to get you started• Cross-platform OpenGL: Windows (including Windows 7), Mac OS X, GNU/Linux, UNIX, and embedded systems• OpenGL programming for iPhone, iPod touch, and iPad: step-by-step guidance and complete example programs• Advanced buffer techniques, including full-definition rendering with floating point buffers and textures• Fragment operations: controlling the end of the graphics pipeline• Advanced shader usage and geometry management• A fully updated API reference, now based on the official ARB (Core) OpenGL 3.3 manual pages• New bonus materials and sample code on a companion Web site, www.starstonesoftware.com/OpenGL Part of the OpenGL Technical Library-The official knowledge resource for OpenGL developersThe 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.
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About the Author
Richard S. Wright, Jr., is a Senior Software Engineer for Software Bisque, where he develops multimedia astronomy and planetarium software using OpenGL. A former Real 3D representative to the OpenGL ARB, he has written many OpenGL-based games, scientific and medical applications, database visualization tools, and educational programs. Nicholas Haemel has led 3D graphics hardware/software architecture design and development for eight years at ATI and AMD, and contributed to OpenGL standards 3.0, 3.1, 3.2, and 3.3. Graham Sellers is a manager in the OpenGL group at AMD and leads a team of OpenGL software developers working on AMD’s OpenGL drivers. He represents AMD at the ARB, has authored many OpenGL extensions, and contributed to the OpenGL 3.2, 3.3, and 4.0 specifications. Benjamin Lipchak, Software Engineering Manager at Apple, leads a team working on graphics developer technologies and benchmarks, and is responsible for OpenGL ES conformance of iPhone and iPod touch. He formerly managed an OpenGL ES driver team at AMD and led the Khronos OpenGL ecosystem group, where he established the OpenGL SDK and OpenGL Pipeline newsletter.
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Product details
Series: OpenGL
Paperback: 1008 pages
Publisher: Addison-Wesley Professional; 5 edition (August 2, 2010)
Language: English
ISBN-10: 0321712617
ISBN-13: 978-0321712615
Product Dimensions:
7.4 x 2 x 9 inches
Shipping Weight: 3.6 pounds (View shipping rates and policies)
Average Customer Review:
3.5 out of 5 stars
85 customer reviews
Amazon Best Sellers Rank:
#1,809,525 in Books (See Top 100 in Books)
I own every edition of this excellent book. One significant change in this edition that readers should be aware of is the complete abandonment of OpenGL on Apple's platform. From the preface of the book: "Gone is official support for the Apple Mac platform. Almost all of the new content in this edition requires features introduced with OpenGL 4.4 or 4.5, or recent OpenGL extensions -- none of which were supported by OS X at the time of writing. There is no expectation that Apple will further invest in its OpenGL implementation, so we encourage our readers to move away from the platform."To be fair, the current state of OpenGL on the Mac is poor. Mavericks supports OpenGL 4.1, which is now 5 years old (2010). Apple has announced that the future of graphics development on Apple devices will be "Metal", which is an Apple-proprietary low level hardware interface. This is an unfortunate development for those wanting to target multiple platforms, which is a primary motivation for using OpenGL.If you want to develop for the Mac, you should pick up a previous edition of this excellent book, probably 6th or even 5th edition.7th ed: OpenGL 4.56th ed: OpenGL 4.35th ed: OpenGL 3.34th ed: OpenGL 2.13rd ed: OpenGL 2.0 and 1.52nd ed: OpenGL 1.2, 1.1
First, let me say that the reorganization of text and code embodied in the Sixth Edition of the OpenGL Superbible was a good move. Oh, I have a few gripes and grumbles relating to the reorganization (e.g., it seems like Chapter 5 will never end. It could be split, deferring pieces to later and appropriate contexts.) The reorganization of the sample code is a good step forward. There is less dependence on mysterious libraries. And, the essential support code has been reorganized into a more attractive “framework.â€Be prepared for a lot of emphasis on shader programming. Face up to it: It’s the nature of the modern beast. If you’re not ready for that, one suggestion is to start with an earlier edition – one that focuses on earlier versions of OpenGL, and then grow to love it.Having gone through many (aborigines are said to have a ternary number system: 1, 2, many) editions of the Superbible, I find it necessary to keep a copy of a corresponding Redbook (OpenGL Programming Guide) edition handy. In that sense, I find the Superbible to be an essential learning aid. But …It was indeed unfortunate to find that the current authors and publisher continued to follow the habits of previous authors and publishers of walking away from what I view as their responsibility to their readership:1. Others have complained about the quality of the black and white illustrations. They were correct: the printing of screenshots is terrible. The majority of the current authors are experienced authors. (a) They should have avoided the problem. (b) The editor should have caught the problem before going to press. (c) The printer should have called attention to the problem before committing to a run.2. There is no consistent way of tying a screenshot or a code listing to a project name in the source code provided as a download on the book’s web site. I made it a point to deduce, by one means or another, the project name from the text or code if the project name was not explicitly mentioned (which was the usual case). The authors could have provided an index in the download’s README file.3. In the Preface, an author states, “We made a bunch of mistakes – we’re certain of it. … If you think you see something that doesn’t quite gel, check the book’s Web site for errata.†I’m writing this review in June 2014, almost a year after publication of the book. There are no errata on the web site. Moreover, there is no mechanism for submitting errata.4. The code I downloaded (dated November 2013) built on Visual Studio 2010 successfully. All but a few projects executed without error. I found the distribution for VS 2010 available on GitHub to be useless: Apparently the last person to build it built it with VS 2013. I considered submitting an issue, but got discouraged when I saw that the last commits were made seven or eight months ago.5. The book’s Appendix C describes two tools, ktxtool and dds2ktx, which it says is available in the source code. Not so.6. I searched for but could not find an OpenGL Superbible forum. The best I could find was the general OpenGL forum. The last blog entry on the book’s web site is dated February 2014. Apparently the authors have better things to do.In scoring a rating for this edition of the OpenGL Superbible, I started with five stars. After all, I consider it and the Redbook to be essential components to learning OpenGL. Then, because of the lousy illustrations and the authors’ neglect, I backed off two stars. A one-star deduction would not have been enough.It occurs to me that all of the problems enumerated above could be resolved on the book’s web site. I would be glad to improve my rating if the authors (or even someone else) would step up to addressing them.
The main issue I have with this book is the dependency to the sb6 library which is the author's wrapper library around OpenGL.If the book were titled the SB6 Library superbible, It would have been ok but after reading the claims at the beginning of the book stating that this book is meant to go over the OpenGL library without jumping back and fourth I couldn't help but wonder why the authors chose to include their own library which defeats that purpose to some extent.Granted the library simplifies things but that's not the purpose of a book. Since the target audience is already familiar with C++, there's no need to wrap the main() function for example, which I find unnecessary. This may be fine for the author but we all have different styles of coding and it's not the author's place to force a framework in order to explain how the OpenGL pipeline works.This is a book about OpenGL and the code should run out of the box with dependencies to OpenGL, GLUT and GLFW being acceptable. If the authors chose to develop a wrapper library, the library should be part of the text as an illustration to how things are put together. Also what would be more acceptable is if the sb6 library's cpp source code was available to view instead of distributing a black box which may confuse the reader.Also when adding shader code, the authors fail to mention the appropriate code updates to the rendering functions which can be a bit inconvenient. Also failure to delete compiled shaders in one of the examples shoud be avoided.The OpenGL pipeline is getting more and more complex and I can see the appeal in simplifying it by making it more accessible but writing a book about a library and forcing a black box framework is unacceptable. This book does explain things well I must admit but for experienced C++ and OpenGL users, I recommend the Red Book for a more thorough read and detailed reference.
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OpenGL SuperBible: Comprehensive Tutorial and Reference PDF
OpenGL SuperBible: Comprehensive Tutorial and Reference PDF
OpenGL SuperBible: Comprehensive Tutorial and Reference PDF