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, including:
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.
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Dave Shreiner, a leading OpenGL consultant, 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.
The OpenGL graphics system is a software interface to graphics hardware. (The GL stands for Graphics Library.) It allows you to create interactive programs that produce color images of moving three-dimensional objects. With OpenGL, you can control computer-graphics technology to produce realistic pictures or ones that depart from reality in imaginative ways. This guide explains how to program with the OpenGL graphics system to deliver the visual effect you want.
What This Guide Contains
This guide has 15 chapters. The first five chapters present basic information that you need to understand to be able to draw a properly colored and lit three-dimensional object on the screen.
The remaining chapters explain how to optimize or add sophisticated features to your three-dimensional scene. You might choose not to take advantage of many of these features until you’re more comfortable with OpenGL. Particularly advanced topics are noted in the text where they occur.
In addition, there are several appendices that you will likely find useful:
Finally, an extensive Glossary defines the key terms used in this guide.
What’s New in This Edition
The fifth edition of the OpenGL Programming Guide includes new and updated material, covering both OpenGL Versions 1.5 and 2.0:
What You Should Know Before Reading This Guide
This guide assumes only that you know how to program in the C language and that you have some background in mathematics (geometry, trigonometry, linear algebra, calculus, and differential geometry). Even if you have little or no experience with computer graphics technology, you should be able to follow most of the discussions in this book. Of course, computer graphics is a huge subject, so you may want to enrich your learning experience with supplemental reading:
Another great place for all sorts of general information is the Official OpenGL Web Site. This Web site contains software, documentation, FAQs, and news. It is always a good place to start any search for answers to your OpenGL questions:
http://www.opengl.org/
Once you begin programming with OpenGL, you might want to obtain the OpenGL Reference Manual by the OpenGL Architecture Review Board (also published by Addison-Wesley), which is designed as a companion volume to this guide. The Reference Manual provides a technical view of how OpenGL operates on data that describes a geometric object or an image to produce an image on the screen. It also contains full descriptions of each set of related OpenGL commands—the parameters used by the commands, the default values for those parameters, and what the commands accomplish. Many OpenGL implementations have this same material online, in the form of manual pages or other help documents, which are probably more up-to-date. Ther...
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