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OpenGL(R) Reference Manual: The Official Reference Document to OpenGL, Version 1.2 (3rd Edition)

OpenGL(R) Reference Manual: The Official Reference Document to OpenGL, Version 1.2 (3rd Edition)

List Price: $57.99
Your Price: $48.71
Product Info Reviews

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Rating: 4 stars
Summary: Efficient Book !!! The Good and the Bad...
Review: Straight to the facts...

This book is good on concepts and theory, a bit shadey in the area of actual code. To expand on that statement, some of the code is indeed buggy. You can work the logic errors easily by evaluating the code. But with that said, don't rely on the code all the time. The book's way of introducing and covering topics of geometry,algebra,trigonomtry, and physics is very comfortable. You will indeed learn the beautiful tricks of smoothing and shading/lighting when rendering your scenes.

If you are a beginner developer, know that this book is not intended as a good read at your level.

If you don't already know, OpenGL does not have any audio(music,sound,etc) capabilities. OpenGL is a Graphical Software Development Kit.

Rating: 5 stars
Summary: Very good Book
Review: Te book was put together very well in a logical and coherent order. The only problem I had with the book was doing some of the lighting calculations, a bit thougher then i expected, but i was able to figure it out with-out much trouble. Other then a few headaches (from math), the book was written and put together very well, and covers exactly what it is supposed to cover.

Rating: 5 stars
Summary: Updated OpenGL coverage; best practical 3D book
Review: The 3rd Edition of the "OpenGL Programming Guide" is an important upgrade to what is the definitive introduction to OpenGL programming. I was pleased to participate in the technical review of this book so I can attest to (and I guess be held indirectly accountable for) the book's completeness and accuracy.

If you are interested in practical 3D programming using the latest in 3D hardware acceleration and you want a straightforward and portable programming interface, OpenGL is definitely the way to go, and this book is what you need to get started.

Since the last update two years ago, OpenGL 1.2 and the OpenGL multitexturing extension have been standardized. This Guide has complete explanations and tutorial coverage on all new OpenGL 1.2 features and the multitexturing extension.

OpenGL 1.2 is packed with new features like volume textures, image processing capabilities, more image formats, etc, etc. The book covers _all_ the new stuff in OpenGL 1.2. OpenGL multitexturing is already widely available. Games such as the much anticipated "Quake III: Arena" use OpenGL multitexturing, and I expect lots of other 3D games will be using multitexturing as well.

Since the book uses the OpenGL Utility Toolkit (GLUT), all the examples can be compiled and run on basically all OpenGL implemenetations, independent of operating system (Linux, Windows 95/NT, IRIX, MacOS, etc). The updated book also contains appendices that detail operating system specific OpenGL usage.

If you are a newbie to OpenGL, this is definitely the book to start with.

But I bet most OpenGL programmers already have an earlier edition of this book so the big question is whether the new edition is worth it. If you still have the 1st edition, getting the 3rd is a no-brainer. If you have the 2nd edition, the main benefit of the 3rd edition is the new coverage of OpenGL 1.2 and multitexturing and the improved coverage of operating system support.

- Mark Kilgard, author of the OpenGL Utility Tookit (GLUT) and "Programming OpenGL for the X Window System"

Rating: 4 stars
Summary: An OpenGL Companion
Review: The fourth edition of "OpenGL Reference Manual" edited by Dave Shreiner provides an official command reference for the OpenGL graphics library version 1.4. Published by Addison Wesley (ISBN 0-321-17383-X) the text is approximately 760 pages and has a suggested retail price of $59.99.

First introduced in 1992, OpenGL is an industry standard graphical application programming interface (API) that supports 2D and 3D rendering across a host of platforms. The Architectural Review Board (ARB) governs the OpenGL API and oversees the adoption of new interface functions. Functions (or commands) within the API are usually simple and discrete. A developer calls a series of these small functions in sequence to specify rendering operations. To help utilize the library, the "OpenGL Reference Manual" supplies key functional documentation in a uniform manner.

The first two chapters provide an introduction to OpenGL, and an overview of the OpenGL architecture. The provided information is largely for reference rather than instruction. Generally, it is assumed the reader has a working knowledge of the pipeline already.

The third and fourth chapters list different groupings of the functional commands to provide the reader with several methods to index and reference functions. The third chapter details all each official OpenGL command categorized by functionality. The fourth chapter lists the various OpenGL constants that are compatible with each command.

Beginning with the fifth chapter, 160 official OpenGL commands are described. Listed alphabetically, every command has the following sections: Name, Function Prototype, Parameters, Description, Notes, Errors, See Also, and (sometimes when appropriate) Associated Gets. The coverage of each command spans an average of 3 pages.

The last two chapters describe fifty-two of the OpenGL Utility Library (GLU) and thirty-five OpenGL X-Windows extension commands. The reference format is identical but slightly shorter (averaging about 2 pages per command).

Overall, the organization and consistency is excellent. Often, material is duplicated per command to save the reader cross-referencing other sections of the book. Throughout the text, the wording is clear and unambiguous (if a bit dry) - exactly what you'd expect from a reference book of this nature.

The book does have a few shortcomings, however. There is only a small trace of sample source code. While the commands are presented alphabetically by class, the book contained no overall index. OpenGL Extensions (pixel and vertex shader commands, etc.) are not provided since they're not officially part of the Standard. Finally, having an electronic version of the text would have been a nice touch - especially one that integrated with the common development environments to provide context sensitive help or electronic searching.

The latest edition of the "OpenGL Reference Manual" is a great companion for OpenGL developers. To get the most from this book, readers unfamiliar or interested in learning the API should first read the "OpenGL Programming Guide, 4th Edition" (ISBN 0-3-211-73491) also published by Addison Wesley.

Rating: 4 stars
Summary: An OpenGL Companion
Review: The fourth edition of "OpenGL Reference Manual" edited by Dave Shreiner provides an official command reference for the OpenGL graphics library version 1.4. Published by Addison Wesley (ISBN 0-321-17383-X) the text is approximately 760 pages and has a suggested retail price of $59.99.

First introduced in 1992, OpenGL is an industry standard graphical application programming interface (API) that supports 2D and 3D rendering across a host of platforms. The Architectural Review Board (ARB) governs the OpenGL API and oversees the adoption of new interface functions. Functions (or commands) within the API are usually simple and discrete. A developer calls a series of these small functions in sequence to specify rendering operations. To help utilize the library, the "OpenGL Reference Manual" supplies key functional documentation in a uniform manner.

The first two chapters provide an introduction to OpenGL, and an overview of the OpenGL architecture. The provided information is largely for reference rather than instruction. Generally, it is assumed the reader has a working knowledge of the pipeline already.

The third and fourth chapters list different groupings of the functional commands to provide the reader with several methods to index and reference functions. The third chapter details all each official OpenGL command categorized by functionality. The fourth chapter lists the various OpenGL constants that are compatible with each command.

Beginning with the fifth chapter, 160 official OpenGL commands are described. Listed alphabetically, every command has the following sections: Name, Function Prototype, Parameters, Description, Notes, Errors, See Also, and (sometimes when appropriate) Associated Gets. The coverage of each command spans an average of 3 pages.

The last two chapters describe fifty-two of the OpenGL Utility Library (GLU) and thirty-five OpenGL X-Windows extension commands. The reference format is identical but slightly shorter (averaging about 2 pages per command).

Overall, the organization and consistency is excellent. Often, material is duplicated per command to save the reader cross-referencing other sections of the book. Throughout the text, the wording is clear and unambiguous (if a bit dry) - exactly what you'd expect from a reference book of this nature.

The book does have a few shortcomings, however. There is only a small trace of sample source code. While the commands are presented alphabetically by class, the book contained no overall index. OpenGL Extensions (pixel and vertex shader commands, etc.) are not provided since they're not officially part of the Standard. Finally, having an electronic version of the text would have been a nice touch - especially one that integrated with the common development environments to provide context sensitive help or electronic searching.

The latest edition of the "OpenGL Reference Manual" is a great companion for OpenGL developers. To get the most from this book, readers unfamiliar or interested in learning the API should first read the "OpenGL Programming Guide, 4th Edition" (ISBN 0-3-211-73491) also published by Addison Wesley.

Rating: 5 stars
Summary: Should be in every serious 3D programmer's library
Review: 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: 3 stars
Summary: Bound man pages
Review: There are about 20 brief introductory pages at the beginning of the book that are the unique content. After that the book is basically bound manual pages for the APIs. If you don't like reading this material on a screen then you might consider buying the book.

I'm giving this book three stars because even though it's handy to have a reference manual such as this, I think they could have spent the time to do some cross referencing and some better graphical structuring to add value to the material. O'Reilly, for example, has some books (particularly the Nutshell books) which are little more than API references, but people pay for the cross-referencing and the information design. More care could have been taken on this book.

Rating: 4 stars
Summary: Great book, but not for beginners...
Review: This book goes into great detail on OpenGL, with some very helpful examples and lots of code fragments. All the examples from the book can be found on the enclosed CD. A little too complex for people who are new to C++ though. I found myself struggling with this book at first but, when my grasp of the language became better, this became a gold mine of information.

Rating: 4 stars
Summary: A must for OpenGL programmers
Review: 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 stars
Summary: For Programmers Only
Review: This book is intended for people doing heavy OpenGL progs, don't buy it ir you're a casual user, go for it when doing ports, dealing with toolkits, etc


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