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Overview

OpenGL® SuperBible, Sixth Edition, is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 4.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the newest API and indispensable related concepts. You’ll find up-to-date, hands-on guidance for all facets of modern OpenGL development on both desktop and mobile platforms, including transformations, texture mapping, shaders, buffers, geometry management, and much more.

Extensively revised, this edition presents many new OpenGL 4.3 features, including compute shaders, texture views, indirect draws, and enhanced API debugging. It has been reorganized to focus more tightly on the API, to cover the entire pipeline earlier, and to help you thoroughly understand the interactions between OpenGL and graphics hardware.

Coverage includes

  • A practical introduction to the essentials of realtime 3D graphics

  • Core OpenGL 4.3 techniques for rendering, transformations, and texturing

  • Foundational math for creating interesting 3D graphics with OpenGL

  • Writing your own shaders, with examples to get you started

  • Cross-platform OpenGL, including essential platform-specific API initialization material for Linux, OS X, and Windows

  • Vertex processing, drawing commands, primitive processing, fragments, and framebuffers

  • Using compute shaders to harness today’s graphics cards for more than graphics

  • Monitoring and controlling the OpenGL graphics pipeline

  • Advanced rendering: light simulation, artistic and non-photo-realistic rendering, and deferred shading

  • Modern OpenGL debugging and performance optimization

Bonus material and sample code are available from the companion Web site, openglsuperbible.com.

Subscriber Reviews

Average Rating: 2.5 out of 5 rating Based on 2 Ratings

"Too verbose" - by Michel on 18-FEB-2014
Reviewer Rating: 1 star rating2 star rating3 star rating4 star rating5 star rating
This book didn't match my expectations.

Part I (the only one I read so far) is too verbose and not really "technical". You can't see where you're heading. It is neither a top-down nor a bottom-up approach, I can't find a firm base on which to build the knowledge as the sections flow by.

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"First Impressions" - by Andre on 29-SEP-2013
Reviewer Rating: 1 star rating2 star rating3 star rating4 star rating5 star rating
I've read about 15% of the book, so I'll give it a 3.7/5 on early impressions.

I am a Linux user first n foremost. I found running the first example - using the online code - rather problematic. I've used OpenGL for years - on and off - mostly off. I felt the "framework" - at least at the start - over-complicated things. I found a bug with the ordering of one "gl3w.h" include file. And what *is* this gl3w.h thing? ... in what must be the "Hello World" part of the book. Never needed it before.

I recently came across the math library GLM - that seems to be *the* math library built for OpenGL. However, the book uses what looks like a homespun math library - vmath - strange. I didn't like that very much.

Then I started to look for support? A link to an online forum would be nice. I couldn't find a link to post errors for the errata.

One can circumvent all these problems by not using the "framework" - its not really necessary.

Sadly, I found the two sections on Tesselation (the overview and the more detailed) rather opaque. Neither sections were "Learn by example". They were abstract and technical, with a few important terms left ill-defined. Basically, poor teaching material. I will look online for an introduction to tesselation.

Having said that, I wanted to learn OpenGL 4.3 Core (none of the old stuff) with lots of examples - and it looks like I got it - and for that I am greatful. I look forward to a good read ahead.

I am able to edit this review, so I will make and have made occasional updates.


Andre

Added: Thu 26th Sep

Errata: bottom of page 43

"fragment shader to the vertex shader" should read "vertex shader to the fragment shader"

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Content

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  • Source Code
  • Companion Web site