×

Uh-oh, it looks like your Internet Explorer is out of date.

For a better shopping experience, please upgrade now.

OpenGL SuperBible
     

OpenGL SuperBible

5.0 2
by Richard S. Wright, Michael Sweet
 

See All Formats & Editions

OpenGL SuperBible, Third Edition is a comprehensive, hands-on guide that provides everything you need to program with the new version of OpenGL. This newly expanded edition covers OpenGL 1.5, OpenGL 2.0's Shading Language, ARB low-level shader extensions, and programming details for Windows, Mac OS X, and Linux. Designed for programmers who want to master

Overview

OpenGL SuperBible, Third Edition is a comprehensive, hands-on guide that provides everything you need to program with the new version of OpenGL. This newly expanded edition covers OpenGL 1.5, OpenGL 2.0's Shading Language, ARB low-level shader extensions, and programming details for Windows, Mac OS X, and Linux. Designed for programmers who want to master OpenGL and expand their knowledge of graphics programming and 3D graphics, and also for seasoned OpenGL programmers who need assistance porting their applications, this learning tool serves as both a tutorial and a reference manual that can be used time and again. Find the necessary guidance in applying complex concepts, such as drawing in space; points, lines, and polygons; moving around in space; color, lighting, and materials; raster graphics in OpenGL; texture mapping; 3D modeling and object composition; fog and blending visual effects; curves and surfaces, and more.

Learn how to:

  • Create three-dimensional objects on your PC
  • Move your objects or yourself around in a virtual world
  • Use techniques for fast real-time rendering on Windows, Mac OS X, and Linux.
  • Make use of OpenGL hardware acceleration
  • Create interactive three-dimensional scenes
  • Take advantage of programmable graphics hardware with the new OpenGL shading language CD-ROM includes:
  • Complete source code for all example programs (Windows, Mac OS X, and Linux)
  • The GLUT Library and Render Monkey for Windows
  • Demo Version of Right Hemisphere's Deep Exploration
  • The Complete OpenGL specification in Adobe Acrobat Format
  • A Collection of additional OpenGL example programs

Product Details

ISBN-13:
9781571691644
Publisher:
Sams
Publication date:
12/29/1999
Series:
SuperBible Series
Edition description:
Older Edition
Pages:
736
Product dimensions:
7.40(w) x 9.05(h) x 1.59(d)

Related Subjects

Meet 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.

Customer Reviews

Average Review:

Post to your social network

     

Most Helpful Customer Reviews

See all customer reviews

OpenGL SuperBible 5 out of 5 based on 0 ratings. 2 reviews.
Guest More than 1 year ago
Want to make your own 3 dimensional multiplayer game, that is snazzier than Everquest or Quake? For as wide an installed base of machines as possible - Microsoft, linux and Mac? Then OpenGL may be the language of choice. By now, as attested in this text, it is very mature. It has a huge library of sophisticated routines. That let you define objects in a 3d world. And cover them in a texture map, with illumination from multiple light sources, giving specular or diffuse images. Plus much more. The authors also dedicate specific chapters to each of those operating systems. These are basically tweaks to OpenGL to optimise; related to the native graphics packages. But, and you should be thankful for this, most of the book relates to OpenGL operations common over all platforms. What the book shows is that you can code most or all of your application and ignore the underlying operating system. Much like writing in high level language like Java. So you can concentrate on your graphics skills. Which is your core competence, right?
Guest More than 1 year ago
This is by far the best reference for the OpenGL language to date. Richard Wright spells everything out in easy to understand chapters. Does not assume you know everything there is to know about OpenGL before you begin, like many other books and references.