OpenGL Programming Guide The Official Guide to Learning OpenGL, Versions 3.0 and 3.1

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Edition: 7th
Format: Paperback
Pub. Date: 2009-07-21
Publisher(s): Addison-Wesley Professional
List Price: $59.99

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Customer Reviews

Buy the edition appropriate to your hardware  April 5, 2011
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Rating StarRating StarRating StarRating StarRating Star

I have a digital version of this edition on my Kindle DX; I returned the corresponding box set unopened, and bought instead the sixth edition covering OpenGL 2.1. (I prefer hard copy for ease of browsing, except when my hard copy isn't with me.)
OpenGL is going through an uncomfortable transition, and the other reviews slam this book for an issue with OpenGL, not this book. My newest hardware, bought within the week, "only" supports OpenGL 2.1, which is fine by me. Sure, these OpenGL manuals are expensive, and many of us have obsolete editions on our bookshelves, but that's no reason to buy an edition that is "too new" for one's hardware. Value your time, and buy exactly the edition that matches your current hardware.






OpenGL Programming Guide The Official Guide to Learning OpenGL, Versions 3.0 and 3.1: 4 out of 5 stars based on 1 user reviews.

Summary

This seventh edition of the bestselling "red book" describes the latest features of OpenGL Versions 3.0 and 3.1. Users will find clear explanations of OpenGL functionality and many basic computer graphics techniques.

Author Biography

Dave Shreiner, director of graphics technology at ARM, Inc., was a longtime member of the core OpenGL team at SGI. He authored the first commercial OpenGL training course and has been developing computer graphics applications for more than two decades. Dave regularly presents at SIGGRAPH and other conferences worldwide. He is coauthor of the OpenGL ES 2.0 Programming Guide (Addison-Wesley, 2009) and the OpenGL ® Reference Manual (Addison-Wesley, 2004), and is series editor for Addison-Wesley’s OpenGL Series.

Table of Contents

Introduction to OpenGL
Buffers and Objects
Shaders and the OpenGL Shading Language
Drawing Geometric Objects
Viewing
Texture Mapping and Image Objects
Framebuffer Operations (including Blending, Anti-aliasing, and Polygon Offset)
Lighting and Shadows
Various Appendices
Table of Contents provided by Publisher. All Rights Reserved.

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