OpenGL is a powerful software interface used to produce high-quality, computergenerated images and interactive applications using 2D and 3D objects, bitmaps, and color images. The OpenGL ® Programming Guide, Sixth Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 2.0. This sixth edition of the best-selling "red book" describes the latest features of OpenGL Version 2.1. You will find clear explanations of OpenGL functionality and many basic computer graphics techniques, such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism. In addition, this book provides in-depth coverage of advanced techniques, including texture mapping, antialiasing, fog and atmospheric effects, NURBS, image processing, and more. The text also explores other key topics such as enhancing performance, OpenGL extensions, and cross-platform techniques. This sixth edition has been updated to include the newest features of OpenGL Version 2.1, This edition continues the discussion of the OpenGL Shading Language (GLSL) and explains the mechanics of using this language to create complex graphics effects and boost the computational power of OpenGL. The OpenGL Technical Library provides tutorial and reference books for OpenGL. The Library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies.
The book is just as its title implies, a programming guide. It acts more as a reference than as a learning material. It's suitable more for someone who's already familiar with openGL API and just wants to check a couple of details about a certain feature or aspect, or someone making a come back to refresh his/her knowledge. It doesn't help however for prospective newbies aspiring to pick up basic principles of openGL and how to start using it in their application.
The book mostly focuses on API's that have been deprecated. This's evident in the many function descriptions in every chapter marked by compatibility extension notes. It isn't very helpful for the reader to learn about deprecated API. Even the most important and relevant part to contemporary implementations, GLSL and shaders, come at the very last chapter.