OpenGL SuperBible, Third Edition is a comprehensive, hands-on guide that provides everything you need to program with the new version of OpenGL. This newly expanded edition covers OpenGL 1.5, OpenGL 2.0's Shading Language, ARB low-level shader extensions, and programming details for Windows, Mac OS X, and Linux. Designed for programmers who want to master OpenGL and expand their knowledge of graphics programming and 3D graphics, and also for seasoned OpenGL programmers who need assistance porting their applications, this learning tool serves as both a tutorial and a reference manual that can be used time and again. Find the necessary guidance in applying complex concepts, such as drawing in space; points, lines, and polygons; moving around in space; color, lighting, and materials; raster graphics in OpenGL; texture mapping; 3D modeling and object composition; fog and blending visual effects; curves and surfaces, and more.
Learn how to:
Create three-dimensional objects on your PC
Move your objects or yourself around in a virtual world
Use techniques for fast real-time rendering on Windows, Mac OS X, and Linux.
Make use of OpenGL hardware acceleration
Create interactive three-dimensional scenes
Take advantage of programmable graphics hardware with the new OpenGL shading language CD-ROM includes:
Complete source code for all example programs (Windows, Mac OS X, and Linux)
The GLUT Library and Render Monkey for Windows
Demo Version of Right Hemisphere's Deep Exploration
The Complete OpenGL specification in Adobe Acrobat Format
A Collection of additional OpenGL example programs
من الكتب المرجعية في مجال الرسم بالحاسب باستخدام OpenGl. مقسم إلى ثلاثة أجزاء: مبتدئ، متوسط، ومتقدم. الجزء الأول مهم ويشرح قواعد وأساسيات الرسوم ثنائية وثلاثية الأبعاد. مهم قراءته لمن يريد تعلم أصول رسومات الحاسوب حتى ولو لم يستخدم اوبن جي ال.
The few complaints I have are rather petty: 1.) The fourth edition is out and it is said to be far superior. 2.) The example graphics are mostly hideous. 3.) The example code that comes with the book relies heavily on reused third party libraries. For me, this made translating examples into my own programs difficult.
But the OpenGL SuperBible succeeds at being the absolutely comprehensive reference book on OpenGL. Not only does it cover all conceivable topics, it also covers them in a simple enough way to make it a useful self-teaching book. There is plenty of example code. There is no OS bias. It's an all around super book.
I can't speak to how easy this book is to digest for a beginner, but "comprehensive" is definitely the correct description. Having a reference and a learning guide in one book is incredibly useful; you can look up a function to refresh your memory on the argument list, or read the section on a topic to figure out how to approach a problem in the first place. I like it better than the Red Book, and having one or the other is a must for an OpenGL programmer.
From what I recall of this book, it's quite well suited to both beginner and intermediate OpenGL programmers alike. Even newcomers to 3D systems should be able to hit the ground running, every concept is covered in detail.
Most of its weight, admittedly, is in dopey moves like reprinting reference pages and lengthy code listings, but a surprisingly useful and well-written intro to OpenGL in its third major version otherwise.
I can't recommend this as either a reference or a tutorial, but it might serve as a source for tips and tricks. I found the explanations of many features to leave out necessary details or to simply make no sense at all.
If/when I ever use OpenGL again, I will purchase another book and not rely on this one. I can't put my finger on much that's overtly wrong, but I just find it hard to learn from this book.