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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2, 5th Edition
OpenGL is a powerful software interface used to produce high-quality, computer-generated images and interactive applications using 2D and 3D objects, bitmaps, and color images. The OpenGL® Programming Guide, Fifth Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 1.4. This fifth edition of the best-selling "red book" describes the latest features of OpenGL Versions 1.5 and 2.0, including the introduction of the OpenGL Shading Language. 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 fifth edition has been extensively updated to include the newest features of OpenGL Versions 1.5 and 2.0, Most importantly, this edition discusses the OpenGL Shading Language (GLSL) and explains the mechanics of using this new language to create complex graphics effects and boost the computational power of OpenGL.
838 pages, Paperback
First published January 1, 1999
About the author
Mason Woo
17 books1 followerCo-author of the OpenGL Programming Guide.
Wrote the first version of Apple’s Metal Programming Guide.
Formerly presenter of OpenGL courses at Siggraph and Secretary of the OpenGL Architecture Review Board.
Wrote the first version of Apple’s Metal Programming Guide.
Formerly presenter of OpenGL courses at Siggraph and Secretary of the OpenGL Architecture Review Board.
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Displaying 1 - 8 of 8 reviews
October 19, 2016
Before there was Dreamworks, there was OpenGL. and THIS is the OpenGL Bible. A Must read! :)
February 4, 2021
The book I read when developing SimFI in OpenGL and SDL
August 16, 2013
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.
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.
Did Not Finish
February 7, 2009Useful information but other projects took precedence.
April 9, 2009
Good desk reference for OpenGL programming.
April 20, 2010
Well written, but rather out of date nowadays.
November 28, 2012
depricated
June 16, 2017
Use it as a reference. Don't expect to understand how OpenGL works by reading this book.
Displaying 1 - 8 of 8 reviews








