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OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 1.4
 
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OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 1.4 [Paperback]

OpenGL Architecture Review Board , Dave Shreiner , Mason Woo , Jackie Neider , Tom Davis
4.0 out of 5 stars  See all reviews (3 customer reviews)

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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 4.1 OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 4.1
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Book Description

OpenGL is a powerful software interface used to produce high-quality computer graphics. The OpenGL Programming Guide provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through version 1.2. This fourth edition of the bestselling guide will describe all of the latest features of OpenGL versions 1.3 and 1.4, as well as the important OpenGL ARB extensions. Some of the new features in the core library include cube-mapped texture mapping, multi-texturing, multi-sampled anti-aliasing, depth-texturing and shadows, and advanced texture application modes. Most importantly, the ARB vertex and fragment program extension (commonly referred to as "shaders") will be introduced. Many new example programs and color slides have been incorporated as well. As with all of the previous editions, this one was developed under the auspices of the OpenGL Architecture Review Board, and industry consortium responsible for guiding the evolution of OpenGL, and written by some of the most influential developers in the field. Any developer incorporating graphics into his or her programs will want a copy of this authoritative

From the Inside Flap

The OpenGL graphics system is a software interface to graphics hardware. (The GL stands for Graphics Library.) It allows you to create interactive programs that produce color images of moving three-dimensional objects. With OpenGL, you can control computer-graphics technology to produce realistic pictures or ones that depart from reality in imaginative ways. This guide explains how to program with the OpenGL graphics system to deliver the visual effect you want.

What This Guide Contains

This guide has 14 chapters. The first five chapters present basic information that you need to understand to be able to draw a properly colored and lit three-dimensional object on the screen.

  • Chapter 1, "Introduction to OpenGL," provides a glimpse into the kinds of things OpenGL can do. It also presents a simple OpenGL program and explains essential programming details you need to know for subsequent chapters.
  • Chapter 2, "State Management and Drawing Geometric Objects," explains how to create a three-dimensional geometric description of an object that is eventually drawn on the screen.
  • Chapter 3, "Viewing," describes how such three-dimensional models are transformed before being drawn on a two-dimensional screen. You can control these transformations to show a particular view of a model.
  • Chapter 4, "Color," describes how to specify the color and shading method used to draw an object.
  • Chapter 5, "Lighting," explains how to control the lighting conditions surrounding an object and how that object responds to light (that is, how it reflects or absorbs light). Lighting is an important topic, since objects usually don't look three-dimensional until they're lit.
  • The remaining chapters explain how to optimize or add sophisticated features to your three-dimensional scene. You might choose not to take advantage of many of these features until you're more comfortable with OpenGL. Particularly advanced topics are noted in the text where they occur.

  • Chapter 6, "Blending, Antialiasing, Fog, and Polygon Offset," describes techniques essential to creating a realistic scene--alpha blending (to create transparent objects), antialiasing (to eliminate jagged edges), atmospheric effects (to simulate fog or smog), and polygon offset (to remove visual artifacts when highlighting the edges of filled polygons).
  • Chapter 7, "Display Lists," discusses how to store a series of OpenGL commands for execution at a later time. You'll want to use this feature to increase the performance of your OpenGL program.
  • Chapter 8, "Drawing Pixels, Bitmaps, Fonts, and Images," discusses how to work with sets of two-dimensional data as bitmaps or images. One typical use for bitmaps is describing characters in fonts.
  • Chapter 9, "Texture Mapping," explains how to map one-, two-, and three-dimensional images called textures onto three-dimensional objects. Many marvelous effects can be achieved through texture mapping.
  • Chapter 10, "The Framebuffer," describes all the possible buffers that can exist in an OpenGL implementation and how you can control them. You can use the buffers for such effects as hidden-surface elimination, stenciling, masking, motion blur, and depth-of-field focusing.
  • Chapter 11, "Tessellators and Quadrics," shows how to use the tessellation and quadrics routines in the GLU (OpenGL Utility Library).
  • Chapter 12, "Evaluators and NURBS," gives an introduction to advanced techniques for efficient generation of curves or surfaces.
  • Chapter 13, "Selection and Feedback," explains how you can use OpenGL's selection mechanism to select an object on the screen. Additionally, the chapter explains the feedback mechanism, which allows you to collect the drawing information OpenGL produces, rather than having it be used to draw on the screen.
  • Chapter 14, "Now That You Know," describes how to use OpenGL in several clever and unexpected ways to produce interesting results. These techniques are drawn from years of experience with both OpenGL and the technological precursor to OpenGL, the Silicon Graphics IRIS Graphics Library.
  • In addition, there are several appendices that you will likely find useful:

  • Appendix A, "Order of Operations," gives a technical overview of the operations OpenGL performs, briefly describing them in the order in which they occur as an application executes.
  • Appendix B, "State Variables," lists the state variables that OpenGL maintains and describes how to obtain their values.
  • Appendix C, "OpenGL and Window Systems," briefly describes the routines available in window-system-specific libraries, which are extended to support OpenGL rendering. Window system interfaces to the X Window System, Apple MacIntosh, IBM OS/2, and Microsoft Windows are discussed here.
  • Appendix D, "Basics of GLUT: The OpenGL Utility Toolkit," discusses the library that handles window system operations. GLUT is portable and it makes code examples shorter and more comprehensible.
  • Appendix E, "Calculating Normal Vectors," tells you how to calculate normal vectors for different types of geometric objects.
  • Appendix F, "Homogeneous Coordinates and Transformation Matrices," explains some of the mathematics behind matrix transformations.
  • Appendix G, "Programming Tips," lists some programming tips based on the intentions of the designers of OpenGL that you might find useful.
  • Appendix H, "OpenGL Invariance," describes when and where an OpenGL implementation must generate the exact pixel values described in the OpenGL specification.
  • Finally, an extensive Glossary defines the key terms used in this guide.

    What's New in This Edition

    The fourth edition of the OpenGL Programming Guide includes new and updated material, covering both OpenGL Version 1.3 and 1.4:

    Coverage of the following new core capabilities of OpenGL Version 1.3 have been added:

  • Multisampling
  • Row major matrices
  • Texturing enhancements, including cube map textures, compressed texture images, new texture environment modes (GL_ADD and GL_COMBINE), and a new texture wrapping mode (GL_CLAMP_TO_BORDER)
  • Coverage of these OpenGL Version 1.4 core features:

  • Multiple draw vertex arrays
  • Raster position specification based upon window coordinates, not world coordinates
  • New blending functionality, including separate RGB and alpha blending functions
  • Fog coordinates that may be explicitly associated with vertices
  • Point parameters that control rendering attributes of point primitives
  • Secondary color for post-texturing application
  • New texturing features, such as a level-of-detail bias for mipmap selection, automatic mipmap regeneration, the GL_MIRRORED_REPEAT texture wrapping mode, and depth texture images
  • New stencil operations that allow stencil values to wrap around, rather than clamp to a minimum or maximum value
  • The previously published section on multitexturing has been updated to reflect the promotion of multitexturing to the core OpenGL feature set

    Bug fixes

    What You Should Know Before Reading This Guide

    This guide assumes only that you know how to program in the C language and that you have some background in mathematics (geometry, trigonometry, linear algebra, calculus, and differential geometry). Even if you have little or no experience with computer-graphics technology, you should be able to follow most of the discussions in this book. Of course, computer graphics is a huge subject, so you may want to enrich your learning experience with supplemental reading:

  • Computer Graphics: Principles and Practice by James D. Foley, Andries van Dam, Steven K. Feiner, and John F. Hughes (Addison-Wesley, 1990)—This book is an encyclopedic treatment of the subject of computer graphics. It includes a wealth of information but is probably best read after you have some experience with the subject.
  • 3D Computer Graphics by Andrew S. Glassner (The Lyons Press, 1994)—This book is a nontechnical, gentle introduction to computer graphics. It focuses on the visual effects that can be achieved, rather than on the techniques needed to achieve them.
  • Another great place for all sorts of general information is the Official OpenGL Web Site. This Web site contains software, documentation, FAQs, and news.The Reference Manual provides a technical view of how OpenGL operates on data that describes a geometric object or an image to produce an image on the screen. It also contains full descriptions of each set of related OpenGL commands--the parameters used by the commands, the default values for those parameters, and what the commands accomplish. Many OpenGL implementations have this same material online, in the form of manual pages or other help documents, which are probably more up-to-date. There are also versions on the World Wide Web; consult the previously mentioned Official OpenGL Web Site.

    OpenGL is really a hardware-independent specification of a programming interface, and you use a particular implementation of it on a particular kind of hardware. This guide explains how to program with any OpenGL implementation. However, since implementations may vary slightly--in performance and in providing additional, optional features, for example--you might want to investigate whether supplementary documentation is available for the particular implementation you're using. In addition, you might have OpenGL-related utilities, toolkits, programming and debugging support, widgets, sample programs, and demos available to you with your system.

    How to Obtain the Sample Code

    This guide contains many sample programs to illustrate the use of particular OpenGL programming techniques. These programs make use of Mark Kilgard's OpenGL Utility Toolkit (GLUT). GLUT is documented in OpenGL Programming for the X Window System by Mark Kilgard (Addison-Wesley, 1996). The section "OpenGL-Related Libraries" in Chapter 1 and Appendix D give more information about using GLUT. If you have access to the Internet, you can obtain the source code for both the sample programs and GLUT for free via anonymous ftp (file-transfer protocol).

    For the source code examples found in this book, grab one of these files (depending on which decompression/extraction tools you have):

    ftp://ftp.sgi.com/opengl/opengl14.tar.Z
    ftp://ftp.sgi.com/opengl/opengl14.tgz
    ftp://ftp.sgi.com/opengl/opengl14.zip

    Use the appropriate tools to uncompress and/or extract the source code from these archive files.Many implementations of OpenGL might also include the code samples as part of the system. This source code is probably the best source for your implementation, because it might have been optimized for your system. Read your machine-specific OpenGL documentation to see where the code samples can be found.

    Nate Robins' OpenGL Tutors

    Nate Robins has written a suite of tutorial programs that demonstrate basic OpenGL programming concepts by allowing the user to modify the parameters of a function and interactively see their effects. Topics covered include transformations, lighting, fog, and texturing. These highly recommended tutorials are portable and require the aforementioned GLUT.If you find any bugs, you can use the pointer at this Web site to report them.



    0321173481P10282003

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    5.0 out of 5 stars Best book, Jun 26 2004
    By 
    This review is from: OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 1.4 (Paperback)
    I've bought this book from here because out here in the netherlands it's about $ 44 US more.
    I'm know at the lightning chapter, and it's quite easy to follow(as 14 year old dutch boy).
    To bad i don't understand all the mathematic things but that's not really nescary if your not using light.
    So i recomment this book to evry beginning opengl programmer.
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    3.0 out of 5 stars Good book but no vertex,fragment introduction., May 7 2004
    This review is from: OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 1.4 (Paperback)
    I've bought this book which is good for learning OpenGL 1.4, but be carefull if you want to learn vertex,fragment programs: contrary to what is written on the cover, this book doesn't talk at all about vertex,fragment programs.

    The sentence "Most importantly, the ARB vertex and fragment program extension is introduced." is an editorial mistake..
    To learn to program shaders, you'll need another book..

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    4.0 out of 5 stars Learn Computer Graphics, Dec 25 2003
    By 
    W Boudville (Terra, Sol 3) - See all my reviews
    (TOP 1000 REVIEWER)    (REAL NAME)   
    This review is from: OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 1.4 (Paperback)
    A nifty explanation of practical graphics programming. Not so long ago (well, the 80s), if you wanted to do computer graphics with, say, a light source and Gourard shading, the only recourse was a $100 000 Evans and Sutherland machine. Plus, any code was in the latter's native graphics library, further increasing your dependence on that company. Along came SGI, who basically then took the workstation graphics market in the 90s.

    One of the good things SGI did was to promote OpenGL as a set of graphics routines. Gradually, with each iteration of OpenGL, it moved from a dependence on SGI hardware and IRIX (their version of Unix) to a software interface that frees you from a given hardware platform. This, and the sheer functional sweep of the graphics capabilities described in the book, may make OpenGL the easiest way for anyone to learn and apply graphics. The book describes such necessities (which is what these have become nowadays) as texture mapping, NURBS, tesselations and motion blur.

    The book covers topics up to, but not including, ray tracing. The book is an ideal companion to a pure graphics text, that goes into the theory. The emphasis here is on showing how you can apply that theory, without having to code elementary operations from scratch. The authors do describe some theory, but only the pragmatic minimum necessary to motivate an explanation of the library's routines. In other words, you will not get drowned in maths!

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