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OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL, Version 1.2 (3rd Edition)

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Title: OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL, Version 1.2 (3rd Edition)
by Mason Woo, Jackie Neider, Tom Davis, Dave Shreiner, OpenGL Architecture Review Board
ISBN: 0201604582
Publisher: Addison-Wesley Pub Co
Pub. Date: 06 August, 1999
Format: Paperback
Volumes: 1
List Price(USD): $59.99
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Average Customer Rating: 4.58

Customer Reviews

Rating: 5
Summary: Should be in every serious 3D programmer's library
Comment: The Opengl Programming Guide has become a standard to which other 3D programming books are compared. It serves two basic functions: a tutorial of topical 3D concepts inherent in todays 3D graphics hardware/software and an instructional manual offering a precise explanation of the functional calls with supporting attributes/arguments defined by the OpenGL Application Programming Interface. The book is extremely well organized and allows readers to focus on specific topics while still maintaining perspective of the entire rendering pipeline. It is comprehensive, up-to-date and easy to read making it my first choice for clarifying all 3D technical issues. I cannot imagine a serious 3D programmer or software architect not having this book included in their personal library.

Rating: 4
Summary: A must for OpenGL programmers
Comment: This book is a must for those wanting to fully exploit the power of OpenGL. In this 3rd Edition, the authors have included the newest features of OpenGL, Version 1.2. In particular, the discussion about multitexturing and imaging subset deserves a special mention, since they represent the latest rendering techniques available in form of a standard library.

Although all features, from the most basic to the most advanced technique, are covered in this book, it is not an introductory graphics text book. Readers should have a basic knowledge about computer graphics in order to benefit from this book. Also, it is useful to be familiar with 2D/3D geometry and other graphics libraries. As code fragments and samples are written in C, experience with this programming language is also required.

I recommend this book for any serious OpenGL programmer, perhaps complemented with the "OpenGL Reference Manual" and "Programming OpenGL for the X Window System" by Mark Kilgard.

Rating: 5
Summary: A must buy ... !!!
Comment: I'm new to graphics programming. I started out by programming in DirectX, using LaMothe's "Windows Game Programming for Dummies". The book was OK, but due to the extreme confusion of DirectX, I wasn't able to understand past chapter 3.

So, if you're confused about DirectX and really need to program in OpenGL, that's the best book to buy. The book takes you step by step from scratch to building up your program. Tons of coding examples are included in the book, and are very well documented. What's good about this book is all the coding examples are based on the C language. So, if you're not a good C++ programmer, or a better C than a C++ programmer, then this is the book to get.

One drawback about the book, is it doesn't include a CD. So, you have to write all the code yourself. That gives you a hands-on experience. The book also doesn't include the GLUT library, and most of the examples in the book use it. So you have to download it. ...

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