Rating:  Summary: Useful as an overview, but... Review: This book is useful as a quick overview of the OpenGL API, but fails to teach the fundementals of graphics programming necessary to apply the API to real-world problems. Also, it appears that Michael Sweet was brought on board to "write" the second edition. Where Wright stresses OpenGL's platform independence, Sweet ignores this thread of the book and writes code that is tightly linked with the Windows API. Anyone looking to learn OpenGL should stick to the college texts, such as F.S. Hill's Computer Graphics Using OpenGL. These books are reviewed by CS professors who use the books in their classrooms, and as such only the good ones make it to print.
Rating:  Summary: HELP! What language is used in this book? Review: This book looks great, just what I need, actually! But I need to know what programming language was used in it! I cannot afford Visual C++, and I already have C, C++, Visual Basic. Please mail me!
Rating:  Summary: Skimpy on useful examples Review: This book provides a decent introduction to many OpenGL techniques, but falls short in providing guidance on avoiding the many pitfalls that 3D graphics programmers can stumble into. Movement and positioning in 3D space, using multiple windows and camera/eyes viewing from various locations and angles, is downright complex. I found more useful information in 7 pages of "Linux Game Programming" (p96-102) than five readings of the 30-odd pages the SuperBible devotes to the subject (ch5). I was also very annoyed that the SuperBible publishers don't allow for online download of their sample code, very little of which is actually printed in the book. If you lose or scratch your CD (I did), then the book suddenly becomes an overlarge paperweight, filled with short snippets that won't compile and have fatal dependencies on variables and matrices set or modified "elsewhere". I wanted to like this book for personal reasons: the author teaches at a school very near me, used to work at my same company, and a friend of mine used to be one of his teaching assistants. Moreover, I'd already paid for it, and wanted to get some value out of the purchase :-/ Nonetheless, it failed to provide answers to the real-world problems I've encountered, which other books have shown to be easily anticipated and simply resolved.
Rating:  Summary: Yes my friend, you can make money from making pictures! Review: This book ROCKS & ROLLS. 5 months ago as a beginner I got a lot out of this book's 1st edition. Now that I am little advanced, this 2nd edition JUST helped me AGAIN! Keep up the goooood worrrrks guys. Thank you. Being a (MFC) C++ object oriented programmer, I wonder if the autohrs can produce one for it, as this book is C based.
Rating:  Summary: Not necessary if you have the OpenGL Programming Guide Review: This book won't tell you much more than the OpenGL Programming Guide Third Edition. I bought this book, but found that I am mostly using the Prog Guide and Ref Guide from Addison Wesley (the official reference). The index is missing quite a few functions making it very hard to find them in the text. There are basic gl calls not even included in the code. And when you are done with the simple examples, there isn't any material on the CD that will stimulate you to explore after Part II. Not even a cool demo to twick and play with. The price is high too.
Rating:  Summary: Were having Fun Review: This is my fourth year using the SuperBible to teach OpenGL to University Students. Were having fun: colorcube, adventures of a marble, the animated hand, and numerous other projects. I lecture from the Opengl SuperBible second edition over a fifteen week course. I particular like the number of graphic illustrations combined with concepts. I can progressive build my students through the semister chapter by chapter. I recommend the second edition as valued OpenGL book.
Rating:  Summary: Not very satisfactory... Review: Using this book I was always expecting to have good experience in learning. Especially whether the essential data tables are listed in a suitable position so that it can be used as a reference. However, this book places function list in many chapters that once I want to look for relevant information I found I rather look for it from the internet. I don't doubt it as a good intorduction, but I won't say this book to be very good, because its codes are not well documented and not continuous as a whole project. Therefore users have to get familiar to many new codes in each chapter, and they are mostly unrelated. Another weakness of this book is the index. I think if I am not too stupid that means this book does not organise its index very well.
Rating:  Summary: great book but bugs in essential areas Review: Was great in the beginning and end, but I found that a. The example codes could have been more modular b. The codes were not properly packaged/checked before they were published Especially frustrating are the errors in chapter 8, I bought the book especially to learn texture mapping, but the codes were NOT fully included in the text, the CD has missing files on this chapter. I have to read another book to debug these.
Rating:  Summary: Just an opionion! Review: Yes if your looking Into a SDK ive found they wright most of it in C for Performance reason's Microsofts has an sdk openGL, ive bought VC++ 6.0 and i recommend VC++ its awsome power ease of use makes me go wow! every time i programme, also some of the code is in c if you use C++ extension. you can get error's. compiling some of the examnples in this dont know y but i know i did it on one it went from 60 errors down to 4. just by changing from C++ to C. iam using DirectX 6.1 SDK. and found. it to preform great. explore Microsofts Libaray's they have Free downloads and SDKs. The book is great stuff. i recommend it.
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