PDF-Download OpenGL Superbible: Comprehensive Tutorial and Reference, by Richard S. Wright Benjamin Lipchak
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OpenGL Superbible: Comprehensive Tutorial and Reference, by Richard S. Wright Benjamin Lipchak

PDF-Download OpenGL Superbible: Comprehensive Tutorial and Reference, by Richard S. Wright Benjamin Lipchak
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Synopsis
OpenGL (R) 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
Über den Autor und weitere Mitwirkende
Richard S. Wright, Jr.has been using OpenGL for more than 12 years, since it first became available on the Windows platform, and teaches OpenGL programming in the game design degree program at Full Sail in Orlando, Florida. Currently, Richard is the president of Starstone Software Systems, Inc., where he develops third-party multimedia simulation software for the PC and Macintosh platforms using OpenGL. Previously with Real 3D/Lockheed Martin, Richard was a regular OpenGL ARB attendee and contributed to the OpenGL 1.2 specification and conformance tests. Since then, Richard has worked in multidimensional database visualization, game development, medical diagnostic visualization, and astronomical space simulation. Richard first learned to program in the eighth grade in 1978 on a paper terminal. At age 16, his parents let him buy a computer with his grass-cutting money instead of a car, and he sold his first computer program less than a year later (and it was a graphics program!). When he graduated from high school, his first job was teaching programming and computer literacy for a local consumer education company. He studied electrical engineering and computer science at the University of Louisville’s Speed Scientific School and made it half way through his senior year before his career got the best of him and took him to Florida. A native of Louisville, Kentucky, he now lives with his wife and three children in Lake Mary, Florida. When not programming or dodging hurricanes, Richard is an avid amateur astronomer and an Adult Sunday School teacher. Benjamin Lipchak graduated from Worcester Polytechnic Institute with a double major in technical writing and computer science. “Why would anyone with a CS degree want to become a writer?” That was the question asked of him one fateful morning when Benj was interviewing for a tech writing job at Digital Equipment Corporation. Benj’s interview took longer than scheduled, and he left that day with job offer in hand to work on the software team responsible for DEC’s AlphaStation OpenGL drivers. Benj’s participation in the OpenGL Architecture Review Board began when he chaired the working group that generated the GL_ARB_fragment_program extension spec. While chairing the Khronos OpenGL Ecosystem Technical SubGroup, he established the OpenGL SDK and created the OpenGL Pipeline newsletter, of which he remains editor. Benj will now participate in the Khronos OpenGL ES Working Group. After 12 years of OpenGL driver development and driver team management at DEC, Compaq, and ATI, he is headed for smaller pastures. Benj recently became manager of AMD’s handheld software team. Although the API is familiar, the new challenges of size and power consumption make for a great change of scenery. In his fleeting spare time, Benj tries to get outdoors for some hiking or kayaking. He also operates an independent record label, Wachusett Records, specializing in solo piano music. Nicholas Haemel, developer at AMD in the Graphics Products Group, was technical reviewer for OpenGL SuperBible, Third Edition, and contributed the chapters on GLX and OpenGL ES.
Alle Produktbeschreibungen
Produktinformation
Taschenbuch: 1248 Seiten
Verlag: Addison Wesley; Auflage: 4th Revised edition (REV). (18. Juni 2007)
Sprache: Englisch
ISBN-10: 0321498828
ISBN-13: 978-0321498823
Größe und/oder Gewicht:
18,7 x 4,1 x 22,9 cm
Durchschnittliche Kundenbewertung:
5.0 von 5 Sternen
2 Kundenrezensionen
Amazon Bestseller-Rang:
Nr. 372.625 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
Man schlägt das Buch auf und weiß auch gleich wozu es gut sein soll. Das ist ein Nachschlagewerk, das eine wirklich gute Basis vermittelt. Die Autoren haben außerdem einen sehr flüssigen, lockeren Schreibstil. Es macht Spaß mit diesem Buch zu arbeiten.Es geht hier um OpenGL und nicht um Mathematik und das ist gut so! Die Beispiele sind leicht zu verstehen und der Code funktioniert einwandfrei, was man von vielen anderen Büchern nicht behaupten kann. Die Beispiele sollten auch von nicht C oder C++ Programmierern leicht nachvollzogen werden können.
Dieses Buch ist mit das beste Programmierbuch das ich seit langem in der Hand hatte und ideal für den gestressten Entwickler der schnell zu einer Lösung kommen muss.Eigentlich sollte es die Bezeichnung Kochbuch mit im Namen tragen, denn es ist voll von Code Beispielen die sich auch von Neueinsteigern problemlos 'nachkochen' lassen.Das Buch ist gut strukturiert und man kann auch direkt bei der benötigten Technik einsteigen ohne vorher das komplette Buch gelesen zu haben.Einziger Kritikpunkt ist die etwas schlampige Verarbeitung des Paperback Buchs. Vor allem bei den glatten Farbseiten hat man das Gefühl, dass diese sich bald aus dem Buch lösen.
I am a Software Engineer of ~30 years, and have worked with many development frameworks and used many reference manuals. I purchased the OpenGL Superbible (4th edition) because I wanted a good tutorial-style text on OpenGL programming. In that light, I am pleased with the general layout and presentation style of the book so far. (I've only gotten through the first handful of chapters.)Be warned, however, that while the book gives a good high-level view of concepts, it is of quite poor quality with respect to details. The code examples in the book are literally riddled with errors and omissions. The full set of example source can be downloaded from the opengl.org web site, and seems to include corrections to most or all of the errors in the printed text. Were it not for this saving grace, I would have felt compelled to rate the book far lower.As it stands, I must rate the book as merely OK. The high-level concepts are presented well, but the frequency of erroneous details significantly detracts from one's confidence in the overall quality and accuracy of the work.
When you are starting out in computer graphics (CG) it is sometimes difficult to choose a book correctly. CG requires you to be good at so many background and topics, it really can be intimidating. Math, programming, algorithm design, system design, physics and maybe even art and colors. This is why writing a CG book is hard, for authors need to strike balance between the theoretical foundations and the target audience. What, then, is the approach taken by OpenGL SuperBible? To summarize it in just one sentence: OpenGL SuperBible hides all the math and complex stuff behind a library, teaches the fundamental concepts and principles of computer graphics in most quirky and unclear of manners, and vaguely describes (by using lots of paragraphs) the OpenGL public interface. Let me expand what I mean by this little bit.One of the first things you notice while reading this book is that the authors don't take the liberty to explain the math needed for CG. I mean, they do explain it to some extend, but most of the details are hidden behind a library. For example, they talk about how linear transformations are used and their properties, but they care not show you how to construct many of the transformations they use. At one point, they use a shadow-projection matrix that came out of nowhere. When you inspect the code, you can see it came from their library. When you see the library, it is totally and wholly uncommented. Luckily for me my background in CG is pretty strong, so I knew how to derivative the matrix (with the help of Akenine-Moeller et al's book ; ). This is also true for anything mathematically complex, not just linear transformations. The chemistry goes a little something like this:Question: Want to calculate normals from a triangle?Answer: Use the library!Question: Want to do intersection tests?Answer: Use the library!Question: Want to ...Answer: Use the library!Question: But I didn't even fin...Answer: Use the library!CG needs math. This is a universal truth. So, because this book tries to do everything without math, imagine how bland the CG explanations turn out to be! Specially since many (most?) OpenGL commands are math-related. Actually, how you use the API and the programmable pipeline depends on the "mathematical state" of the "OpenGL machine" (if you let me call it like that). Even when the authors are explaining OpenGL commands that are more graphics-related, they fail miserably because their explanation is way too soft in theory to be useful.Safe for the most basic concepts, I simply can't see anyone learning anything from this book. The authors make sure you can run a lot of code a lot of times. So yes, you see results quickly, that is true. But those are results you don't understand. You may end with some intuition of what a particular OpenGL function does, and you might be pumped because you have seen a lot of action without having to really put you mind into it. But I can bet that in the end no reader could put up a decent program using what the book has "taught" her. Many a friend has tried to begin CG with this book and have failed exactly for this reason. My advice is to stay away from it unless you already have a pretty decent background on CG. But if you do, why not get the Red Book instead?
This book hides too much behind the author's abstracted library. It's nice for an intro to OpenGL, but important details are simply left out in favor of using functions in GLTools (aforementioned author's library). GLTools isn't really appropriate for use in a program you plan to distribute, so those left out details become quite important as soon as you want to actually make anything with OpenGL.
This was my first book for learning OpenGL and I must say it was a wise purchase. The book starts with a history of computer graphics then moves on into concepts like 3D, coordinate systems and 3D projection volumes. This is a great section for those new to 3D, though avid readers may skip this section and move onto OpenGL proper should they so wish. Being not entirely new to 3D, having come from XNA and raytracing in general, I did appreciate the history of OpenGL that was explained - it was a bit of an eye opener.The author describes a great deal of OpenGL concepts, gradually becoming more advanced and building upon prior examples. There are code listings to be found which greatly aid in the understanding of OpenGL. The author described every part of necessary code before listing the final result. I liked the way that only relevant code was shown so as to minimize program listings - once we know how to initialise a window we don't need to see it again for example.The book is quite fat and when you consider that the book is not one of those filled with a majority of program listings, gives you an idea to amount of rich information to be found inside. Having said that, full sample source code is available from their web site.This is a brilliant book, a must perhaps for new OpenGL'ers and those experienced but new to the 4th Edition.
This book is a bit better than another one I bought on the same subject.However after a few chapters I gave up, because it takes me longer to readthe chapter than simply write a program and figure the thing out by myself.All these books contain far too much "filler", so I resort to highlight the sentenceswith a marker pen which really matter. The entire book could have been written in half the pages.I do not care for Glut very much because of the concept of callback functions for everything either.All the author needs to assume is that the reader speaks English and programs in C.There should be one and only one "framework" program in Windows and one in Linuxto test the examples. And from then on it is a single function call only to every new feature.
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