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OpenGL Reference Manual v1.4

Tasha Jessup writes "The fourth edition of the OpenGL Reference Manual, edited by Dave Shreiner, provides an official command reference for the OpenGL graphics library version 1.4. Published by Addison Wesley, the text is approximately 760 pages and has a suggested retail price of $59.99." Read on for the rest of Jessup's brief review to see how well it justifies that pricetag, and for whom. OpenGL Reference Manual v1.4 author Dave Shreiner pages 760 publisher Addison-Wesley rating 8 reviewer Tasha Jessup ISBN 032117383X summary Handy desk reference

First introduced in 1992, OpenGL is an industry-standard graphical application programming interface (API) that supports 2D and 3D rendering across a host of platforms. The Architectural Review Board (ARB) governs the OpenGL API and oversees the adoption of new interface functions. Functions (or commands) within the API are usually simple and discrete. A developer calls a series of these small functions in sequence to specify rendering operations. To help utilize the library, the OpenGL Reference Manual supplies key functional documentation in a uniform manner.

The first two chapters provide an introduction to OpenGL, and an overview of the OpenGL architecture. The provided information is largely for reference rather than instruction. Generally, it is assumed the reader has a working knowledge of the pipeline already. The third and fourth chapters list different groupings of the functional commands to provide the reader with several methods to index and reference functions. The third chapter details all each official OpenGL command categorized by functionality. The fourth chapter lists the various OpenGL constants that are compatible with each command.

Beginning with the fifth chapter, 160 official OpenGL commands are described. Listed alphabetically, every command has the following sections: Name, Function Prototype, Parameters, Description, Notes, Errors, See Also, and (sometimes when appropriate) Associated Gets. The coverage of each command spans an average of 3 pages.

The last two chapters describe fifty-two of the OpenGL Utility Library (GLU) and thirty-five OpenGL X-Windows extension commands. The reference format is identical but slightly shorter (averaging about 2 pages per command).

Overall, the organization and consistency is excellent. Often, material is duplicated per command to save the reader cross-referencing other sections of the book. Throughout the text, the wording is clear and unambiguous (if a bit dry) -- exactly what you'd expect from a reference book of this nature.

The book does have a few shortcomings, however. There is only a small trace of sample source code. While the commands are presented alphabetically by class, the book contained no overall index. OpenGL Extensions (pixel and vertex shader commands, etc.) are not provided since they're not officially part of the Standard. Finally, having an electronic version of the text would have been a nice touch -- especially one that integrated with the common development environments to provide context sensitive help or electronic searching.

Overall, the latest edition of the OpenGL Reference Manual is a great companion for OpenGL developers. To get the most from this book, readers unfamiliar or interested in learning the API should first read the OpenGL Programming Guide, 4th Edition (ISBN 0-3-211-73491) also published by Addison Wesley.

You can purchase the OpenGL Reference Manual v1.4 from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, carefully read the book review guidelines, then visit the submission page.

16 of 90 comments (clear)

  1. NeHe's tutorials... by Brando_Calrisean · · Score: 5, Informative

    I agree with the reviewer's sentiment that this is not the place to look as a beginner.
    I would recommend, even before checking out the mentioned 'Bible', taking a look at NeHe Production's OpenGL tutorials (see the sidebar).

    --
    Don't call me a cowboy, and don't tell me to slow down!
    1. Re:NeHe's tutorials... by iplayfast · · Score: 2, Informative

      I agree NeHe's tutorials are great. I went and bought the CD from his site. I bought it more as a charity purchase but, have found it to be a great reference for example code, or tutorials.

      One of the great sites out there!

    2. Re:NeHe's tutorials... by Joe5678 · · Score: 2, Informative

      http://www.gametutorials.com/

      GameTutorials also has some great OpenGL/Programming tutorials.

  2. Re:Learning OGL? by Anonymous Coward · · Score: 2, Informative

    try the "opengl super bible", its pretty good.

  3. Typos by andy666 · · Score: 5, Informative

    This thing is FILLED with typos, which is horrible for a reference manuel.

  4. Re:Learning OGL? by John+Miles · · Score: 4, Informative

    The best introductory guide is the companion volume to the one being reviewed.

    As far as the reviewer's desire for a searchable online reference goes, you can't beat Google, as usual. Just look up the function name in question, and it'll bring up the same information that the $60 dead-tree reference book would have given you.

    --
    Dahlmann tightly grips the knife, which he may have no idea how to use, and steps out into the plain.
  5. Re:Learning OGL? by musikit · · Score: 2, Informative

    the books usually suck or are written by people only working on windows and teach DirectX Input at the same time for input.

    gamedev.net should be sufficent enough to get you started. they'll have links to a lot of reference material and a board to ask questions too.

  6. Re:Learning OGL? by Anonymous Coward · · Score: 5, Informative

    Here are some free online books for ya.

    http://fly.cc.fer.hr/~unreal/theredbook/

    http://www.cs.man.ac.uk/applhax/OpenGL/

    the Red Book is a good guide to everything OpenGl

    --

    Stupid /. Moderators killed my Karma

  7. OpenGL Super Bible by TheRealMindChild · · Score: 3, Informative

    I recommend the OpenGL Super Bible as a good reference book too.

    --

    "When life gives you lemons, don't make lemonade. Make life take the lemons back!" -- Cave Johnson
  8. Where is the news here? by Anonymous Coward · · Score: 1, Informative

    This OpenGL Ref. Manual has been around for quite a while. Good that they noticed it though, even though it is not as useful as the Red book (the Programming Guide). Most of the info in the Ref manual can be found in man-pages.

  9. Faster and cheaper by The+Old+Me · · Score: 5, Informative

    You can get the OpenGL spec (1.5!) for free from opengl.org, if you are a true hard-core OpenGL programmer.

  10. Re:Learning OGL? by MrBlue+VT · · Score: 5, Informative

    Not true. The Redbook (OpenGL Programming Guide) uses GLU or GLUT for input, so it is operating system independent. It also happens to be one of the best books for learning OpenGL.

    There is a free (quasi-legal) copy of an old version located online. I'd recommend getting the newest version, 4, because it is updated for OpenGL 1.4.

  11. two words by nuttyprofessor · · Score: 3, Informative

    man page.
    e.g., man glBegin.
    Actually, hypertexting through this the docs found here is even better.

  12. Re:Learning OGL? by Jamie+Zawinski · · Score: 2, Informative
    If you're a Unix user, "OpenGL Programming for the X Window System" by Mark Kilgard is a good one to get. That way you won't have to stumble around Windows-specific instructions. (It's a good book in general, too; fortunately there's not a whole lot about OpenGL that is either Windows- or Unix-specific.)

    Kilgard is the author of GLUT.

  13. Missing Content by Anonymous Coward · · Score: 2, Informative

    I was perfectly fine my previous red book but what got me to upgrade was that the back of the book promised an introduction to the ARB vertex and fragment programs. Well, unless the copy I have is missing a couple of pages, its NOT in there! I spent 2 nights pouring over the contents hoping that it was just not in the table of contents or indexed incorrectly, nope, its not in there...

  14. Re:Learning OGL? by Laser+Lou · · Score: 2, Informative

    I found the book Beginning OpenGL Game Programming to be a good for starting out in OpenGL.

    Note, it was previously published as OpenGL Game Programming

    --
    No data, no cry