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[U326.Ebook] PDF Ebook Opengl Programming Guide: The Official Guide to Learning Opengl, Version 1.1 (OTL), by Mason Woo, Jackie Neider, Tom Davis

PDF Ebook Opengl Programming Guide: The Official Guide to Learning Opengl, Version 1.1 (OTL), by Mason Woo, Jackie Neider, Tom Davis

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Opengl Programming Guide: The Official Guide to Learning Opengl, Version 1.1 (OTL), by Mason Woo, Jackie Neider, Tom Davis

Opengl Programming Guide: The Official Guide to Learning Opengl, Version 1.1 (OTL), by Mason Woo, Jackie Neider, Tom Davis



Opengl Programming Guide: The Official Guide to Learning Opengl, Version 1.1 (OTL), by Mason Woo, Jackie Neider, Tom Davis

PDF Ebook Opengl Programming Guide: The Official Guide to Learning Opengl, Version 1.1 (OTL), by Mason Woo, Jackie Neider, Tom Davis

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Opengl Programming Guide: The Official Guide to Learning Opengl, Version 1.1 (OTL), by Mason Woo, Jackie Neider, Tom Davis

Explaining how graphics programs using Release 1.1, the latest release of OpenGL, this book presents the overall structure of OpenGL and discusses in detail every OpenGL feature including the new features introduced in Release 1.1. Numerous programming examples in C show how to use OpenGL functions. Also includes 16 pages of full-color examples.

  • Sales Rank: #2646002 in Books
  • Published on: 1997-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.25" h x 7.50" w x 1.50" l,
  • Binding: Paperback
  • 650 pages

Amazon.com Review
The OpenGL graphics libraries offer programmers the ability to construct and render remarkably realistic 3-D scenes that can incorporate multiple lighting sources, various types of perspective, and various special effects. The OpenGL Programming Guide is a comprehensive and definitive resource on using the extensive capabilities offered by OpenGL. Beginning with coverage of basic OpenGL objects--points, lines, and polygons--it advances through functions for selecting colors, lighting, reflective properties, texture, atmospheric haze, and more. Basic concepts of 3-D graphics are made accessible with analogies to cameras, and advanced sidebars and appendices go into deep detail about OpenGL.

From the Back Cover

OpenGL is a powerful software interface for graphics hardware that allows graphics programmers to produce high-quality color images of 3D objects. The functions in the OpenGL library enable programmers to build geometric models, view models interactively in 3D space, control color and lighting, manipulate pixels, and perform such tasks as alpha blending, antialiasing, creating atmospheric effects, and texture mapping.

The OpenGL Programming Guide, Second Edition, shows how to create graphics programs, many of which highlight features of the latest OpenGL release. Assuming users have a background in C programming, the book discusses the architecture and functions of OpenGL, Version 1.1.

The second edition contains the following additions and improvements:

  • coverage of the new features of OpenGL, Version 1.1, including all texturing changes, vertex arrays, polygon offset, and RGBA logical operations
  • the incorporation of the OpenGL Utility Toolkit, GLUT, in all programming examples
  • an overview of the OpenGL rendering pipeline and state machine
  • enhanced coverage of polygon tessellation, quadric surfaces, pixel operations, and error handling
  • more performance tips
  • a greatly expanded index

The OpenGL Technical Library provides tutorial and reference books for OpenGL. The library enables programmers to gain a practical understanding of OpenGL and show them how to unlock its full potential.

The OpenGL Technical Library is developed under the auspices of the Architecture Review Board (ARB), an industry consortium responsible for guiding the evolution of OpenGL and related technologies. The OpenGL ARB is composed of industry leaders such as Digital Equipment Corporation, Evans & Sutherland, Hewlett-Packard, IBM, Intel, Intergraph, Microsoft, Sun Microsystems, and Silicon Graphics.



0201461382B04062001

Most helpful customer reviews

4 of 4 people found the following review helpful.
Simply best place to learn OpenGL
By A Customer
As consumer grade 3D accelerators began to support the OpenGL ICD many Win32 programmers are using the OpenGL 3D API to develop real-time 3D applications. This new breed of OpenGL developers are looking for a good place to start. The Offical Guide to Learning OpenGL (also refered to as "the redbook") is that starting place.
Mason Woo and the OpenGL Review Board, along with other contributors walk the reader though well thought out example programs and explain in detail each OpenGL function call. The chapters are well organized, and authors take a complete platform independate approach to OpenGL. An excellent choice for a college text book on the subject of real-time 3D graphic programming.
The only other book to be considered is the OpenGL SuperBible, but it's poorly organized in comparison and focuses only on the Win32 platform. This book should only be considered if the reader is new to programming and needs to be walked though setting up the development enviroment (such reads should consider going back and learning more about their IDE before venturing into OpenGL programming anyway)
For overall content, reference and presentation the OpenGL Programming Guide is the best book I've read covering any API.

1 of 2 people found the following review helpful.
good
By A Customer
Well, this book is pretty good. It explains some nice math calculations for things if you wish to do them yourself (which i think is a good idea). If you're like me, you've probably downloaded some demo effects done in openGL, and if they're fullscreen... they're usually extremely slow (no openGL ICD). You really shouldn't be discouraged, this book tells you how to do things the easy way, straight openGL. It isn't a bad idea for just learning and whatnot. But you obviously won't reach fast fps by doing so, espically in fullscreen modes. If you program Pure win32api, you'll have to learn on your own how to set the pixel format and establish windows, they're not covered in this book because it's win32 functions, and as they say in the book... they want to be general enough for you to do them in any platform, that's why they cover GLUT in this book... mostly to assign camera angles, windows, ideling..... what have you. The best thing you can do is use CreateWindow() and SetPixelFormat() to do openGL in windows. It's easy after that, get the hDC of the dialog, and establish a HGLRC and start drawing... down forget to releast the DC in the end... Back to the book, it's very good for all ranges of programmers, but use it mostly for reference... unless you wanna overuse GLUT like this book does. And as for GLAUX... it's better to learn 3d geometric object handling on your own... but whatever you think...

1 of 1 people found the following review helpful.
Strong Buy ! A 3D image says a 1000 words
By Golden Lion
I have taught Opengl for four years. I've found the best results by teaching from the OpenGL programming guide. Students are lectured from the material in the book, numerous examples are provided illustrating the concepts and principles of 3D programming and opengl function calls. I use VRML 2.0 to demonstrating the code examples, and student can read the opengl code for the example. During the Semester students use the OpenGL programming Guide to create a 3D game. The game uses movable cameras, hierarchial motion, collision detection, display lists, texture maps, materials, lighting, and nurb surfaces. The material is absorbed within a 5 to 10 week period. I've tried other books like the OpenGL superbible, but found the Opengl Programming Guide to be much more comprehensive, and therefore more productive in the results. The OpenGL Programming Guide is a book to keep. Some of the new features in the current release is : introduction to interleave arrays, new glut libraries, and increased documentation on picking, selection and feedback. Get on the Game Programming bandwagon by buying this book. Email me with any additional questions.

See all 17 customer reviews...

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