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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 1.4, Fourth Edition

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Title: OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 1.4, Fourth Edition
by OpenGL Architecture Review Board, Dave Shreiner, Mason Woo, Jackie Neider, Tom Davis, OpenGL Architecture Review Board, David Shreiner
ISBN: 0-321-17348-1
Publisher: Addison-Wesley Pub Co
Pub. Date: 14 November, 2003
Format: Paperback
Volumes: 1
List Price(USD): $59.99
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Average Customer Rating: 4 (1 review)

Customer Reviews

Rating: 4
Summary: Learn Computer Graphics
Comment: A nifty explanation of practical graphics programming. Not so long ago (well, the 80s), if you wanted to do computer graphics with, say, a light source and Gourard shading, the only recourse was a $100 000 Evans and Sutherland machine. Plus, any code was in the latter's native graphics library, further increasing your dependence on that company. Along came SGI, who basically then took the workstation graphics market in the 90s.

One of the good things SGI did was to promote OpenGL as a set of graphics routines. Gradually, with each iteration of OpenGL, it moved from a dependence on SGI hardware and IRIX (their version of Unix) to a software interface that frees you from a given hardware platform. This, and the sheer functional sweep of the graphics capabilities described in the book, may make OpenGL the easiest way for anyone to learn and apply graphics. The book describes such necessities (which is what these have become nowadays) as texture mapping, NURBS, tesselations and motion blur.

The book covers topics up to, but not including, ray tracing. The book is an ideal companion to a pure graphics text, that goes into the theory. The emphasis here is on showing how you can apply that theory, without having to code elementary operations from scratch. The authors do describe some theory, but only the pragmatic minimum necessary to motivate an explanation of the library's routines. In other words, you will not get drowned in maths!

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