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OpenGL SuperBible

Martin Ecker writes "The OpenGL SuperBible, in its vastly expanded fourth edition, is the latest addition to the Addison-Wesley Professional OpenGL series. According to the authors it 'strives to provide the world's best introduction to not only OpenGL, but 3D graphics programming in general.' A tough goal to achieve." Read the rest of Martin's review to see if the book keeps its promise. OpenGL SuperBible (Fourth Edition) author Richard S. Wright, Jr., Benjamin Lipchak, Nicholas Haemel pages 1205 publisher Addison-Wesley rating 9/10 reviewer Martin Ecker ISBN 0321498828 summary A solid introduction to OpenGL programming that focuses on both the old-style fixed-function pipeline and new-style shaders.

The OpenGL SuperBible, is split into three parts, appropriately called the old testament, the new testament, and the apocrypha. Arguably, appendix C, an OpenGL API reference with more than 350 pages, could be considered a fourth part even though it isn't listed as such in the table of contents.

The old testament provides an introduction to both OpenGL programming with the fixed-function pipeline and to the basics of 3D graphics programming. The new testament then moves on to describe how shaders, small programs that run on the GPU (Graphics Processing Unit), allow us to use the programmable features of today's powerful graphics cards. It also contains information on recent advancements of the OpenGL API, such as floating-point textures, pixel buffer objects and framebuffer objects. The apocrypha closes the book with a discussion of how to interface OpenGL with the underlying operating system.

The first part of the book — the old testament — consists of 14 chapters with around 500 pages total. The first chapter gives a general overview of 3D graphics and the various effects that the remaining chapters in this part of the book are going to show how to implement with OpenGL. The writing style is very casual and easy to follow. Especially in these first chapters, the book is very light on mathematics, but does explain some of the basics, such as coordinate systems, some simple vector algebra, and matrices. The second chapter introduces OpenGL and immediately presents a few simple sample programs to wet the reader's appetite. The programs are analyzed in detail with explanations to nearly all lines of code. It should be easy for a beginner to follow and understand the code.

The next few chapters gradually introduce more and more OpenGL API functions intermixed with new 3D graphics concepts, such as rendering points, lines, and polygons in various ways, how to use geometric transformations and projections, and how to use the fixed-function pipeline to render lit objects with simple projective shadows. Eventually, texture mapping is introduced with pretty much everything you need to know about the topic. In particular, multitexturing, the various filtering modes — even anisotropic filtering, texture compression, and using textures with point sprites are discussed. The book continues with an overview of curves and surfaces as supported by the OpenGL Utility library (GLU, for short). The book dates itself a bit here, since this is a software-only, and thus fairly low-performance feature that is rarely ever used in professional software. The same applies to the discussion of feedback and selection, which are not implemented on current graphics hardware and therefore not widely used. After this short excursion down the OpenGL memory lane the book moves on to the fairly recent addition of occlusion queries. Occlusion queries are used to detect complex, occluded objects in the rendered scene, so that they need not be rendered. Most modern-day graphics software that renders dense scenes with a lot of overdraw, such as video games, uses this feature. The old testament closes with a chapter on depth textures, which are prominently applied to render real-time shadow effects.

After laying a solid foundation for 3D graphics programming with OpenGL in the first part, the second part of the book — the new testament — deals with the new era of graphics programming that started a few years ago when the first programmable graphics card came into the market. This part consists of 4 chapters with about 100 pages. The first chapter provides an overview of the programmable pipeline and explains which features of the fixed-function were replaced by shaders. This introduction is followed by a sample program that gives a first glimpse of GLSL, the OpenGL shading language, in which shaders are written. The next chapter is all about vertex shaders and how to implement simple lighting models, fog, and vertex transformations using them. The third chapter is about fragment shading with some interesting post-processing and procedural texture mapping shaders. The final chapter of this part of the book discusses advanced buffers, such as floating-point textures and color buffers, and pixel buffer and framebuffer objects — all recent additions to OpenGL that allow to achieve various effects, such as rendering directly to a texture or creating vertex data on the GPU.

The final part of the book — the apocrypha — consists of 4 chapters explaining how to integrate OpenGL with the underlying operating system, in particular with Windows, Mac OS X, and Linux plus various other Unix flavors. The last chapter of this part of the book is about OpenGL ES, which is a version of OpenGL designed to be used especially on embedded system devices, in particular mobile phones and PDAs, to render real-time, interactive 3D graphics.

The book has a lot of images and diagrams throughout, though unfortunately not all of them are in color. There are however 32 color plates of the most interesting images in the middle of the book. The complete source code of the book, and even precompiled binaries for Windows and Mac OS X, can be downloaded from the book's webpage.

If you are new to both 3D graphics programming and OpenGL with a bit of C/C++ programming experience and you are eager to learn how to develop interactive programs with OpenGL, then this book is exactly right for you. The book is written in an easy to understand style without skimming the details. It is the most comprehensive introduction to OpenGL that doesn't require a lot of previous knowledge I have seen to date. If you already have experience with another graphics API or are well-versed in 3D graphics in general, but want to familiarize yourself with OpenGL, you might also want to consider the OpenGL Programming Guide, also known as the Red Book.

All in all, the OpenGL SuperBible succeeds fairly well in keeping its promise to be the best introduction to OpenGL and 3D graphics programming. Even after you're done working your way through the main parts of the book you will always come back to the handy OpenGL API reference in the appendix of the book.

I have been involved in real-time graphics programming for more than 10 years and work as a professional game developer for High Moon Studios in sunny California.

You can purchase OpenGL SuperBible Fourth Edition from amazon.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.

115 comments

  1. SuperJesus? by p0tat03 · · Score: 5, Funny

    Damn, the first thing I thought when I read the title was "Does it come with SuperJesus?"

    1. Re:SuperJesus? by njchick · · Score: 4, Funny

      Yes, and he gets crucified on a 3D-SuperCross.

    2. Re:SuperJesus? by Anonymous Coward · · Score: 0, Funny

      Yes, but the 3D-SuperCross is rendered with DirectX; just poke it with a spear® every now and then.

    3. Re:SuperJesus? by Anonymous Coward · · Score: 0

      Also,can I use it to smite the SuperDevil?

    4. Re:SuperJesus? by ArcherB · · Score: 1
      Damn, the first thing I thought when I read the title was "Does it come with SuperJesus?"

      I thought something similar and wondered, why would someone want to 3D'ify The SWORD Project? What good is a 3D Bible over plain text? Do the letters float or something?

      Imagine my surprise when I read

      According to the authors it 'strives to provide the world's best introduction to not only OpenGL, but 3D graphics programming in general.' A tough goal to achieve." When did God get into OpenGL?
      --
      There is no "I disagree" mod for a reason. Flamebait, Troll, and Overrated are not substitutes.
    5. Re:SuperJesus? by Anonymous Coward · · Score: 3, Funny

      When did God get into OpenGL?

      And what does God need with a Starship?
    6. Re:SuperJesus? by Anonymous Coward · · Score: 0

      Damn, the first thing I thought when I read the title was "Does it come with SuperJesus?"
      The book has a section on shading things, so it does say you can create your own and make him as shadey as you want. MMORPG for the religious perhaps? Raising of the dead, plagues of locusts, parting of the waters, walking on water, etc would all fit in nicely. Cherubin carrying your spirit back to your corpse, particle effects halos, and epic angel wings with bells tolling throughout the game upon receiving them. Handled properly the Pope might even declare this is the only MMORPG that the Church approves of, can you imagine Bishops as GMs? Final Level title? Sainthood, at least until the expansion arrives.
    7. Re:SuperJesus? by Anonymous Coward · · Score: 0

      What good is a 3D Bible over plain text? Do the letters float or something?

      3D Jesus by my bedside talks to me when it's late at night.

    8. Re:SuperJesus? by Anonymous Coward · · Score: 5, Funny

      When did God get into OpenGL?


      Shortly after trying Direct3D?
    9. Re:SuperJesus? by John_Booty · · Score: 5, Funny

      Yes, and he gets crucified on a 3D-SuperCross.

      Dude. Spoilers.

      --

      OtakuBooty.com: Smart, funny, sexy nerds.
    10. Re:SuperJesus? by Anonymous Coward · · Score: 0

      Of course. He also SuperSaves[TM] and fights the SuperDevil.

      The SuperDevil is at least 6 inches taller, rides a flying motorcycle and has a jar of marmalade that apparently forces you to commit adultery.

    11. Re:SuperJesus? by UncleRage · · Score: 2, Funny

      I much prefer spending eternity with 21 virgins than staring...

      And only with a /.er would they remain virgins for all eternity.

      *ducks*

      --
      #SickNotWeak
    12. Re:SuperJesus? by Anonymous Coward · · Score: 0

      Salvador Dali already used this idea in a well-known painting of his. Some people may think it sounds a bit blasphemous, but I don't think it is, really.

    13. Re:SuperJesus? by somersault · · Score: 1

      A Constantine MMORPG would be pretty awesome.

      And it's cherubim :p

      --
      which is totally what she said
    14. Re:SuperJesus? by Anonymous Coward · · Score: 1, Funny

      Having read the book, I can reveal he gets crucified on a teapot.

  2. Don't you mean "according to the publisher"? by xxxJonBoyxxx · · Score: 1, Flamebait

    According to the authors it 'strives to provide the world's best introduction to not only OpenGL, but 3D graphics programming in general.'


    Don't you mean "according to the publisher"? You need some kind of marketing background to write that sort of bloated statement. A real tech writer wouldn't try to oversell himself like that.
    1. Re:Don't you mean "according to the publisher"? by Svartalf · · Score: 1

      I wouldn't put it past Benj (Yes, Benj...) to put something like that in there as a joke.

      --
      I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    2. Re:Don't you mean "according to the publisher"? by Anonymous Coward · · Score: 0

      Yeah, because only fake, marketing people ever strive to be the best in the world. :(

    3. Re:Don't you mean "according to the publisher"? by KDan · · Score: 1

      You seem to assume that being a technical author means having no marketing skills. Actually, you'll be interested to find out that being a published author (in any subject) tends to involve plenty of marketing skills - to sell yourself, your book, its potential earnings, etc.

      Daniel

      --
      Carpe Diem
    4. Re:Don't you mean "according to the publisher"? by smitth1276 · · Score: 1

      I don't think there's anything bloated about that statement. The "world's best" is the only thing that sounds like marketing, but we're also talking about the 4th edition of a well-established and popular book that can make that sort of claim.

    5. Re:Don't you mean "according to the publisher"? by Anonymous Coward · · Score: 0

      Besides, it only says it 'strives to provide' it not that it actually provides it.

  3. That's a lot to read by thatskinnyguy · · Score: 2, Funny

    Could someone summarize in 3 words or less?

    --
    The game.
    1. Re:That's a lot to read by Tarlus · · Score: 2, Funny

      Read - the - article.
      Hope that sums it up for you.

      --
      /* No Comment */
    2. Re:That's a lot to read by ChronoReverse · · Score: 1

      It seems good.

    3. Re:That's a lot to read by phoenix.bam! · · Score: 1

      Teaches OpenGL good.

    4. Re:That's a lot to read by ianare · · Score: 1

      superbible is good

    5. Re:That's a lot to read by Anonymous Coward · · Score: 0

      best book evar.

    6. Re:That's a lot to read by morari · · Score: 1

      Teaches OpenGL well.

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    7. Re:That's a lot to read by Anonymous Coward · · Score: 0

      !DirectX

    8. Re:That's a lot to read by Potatomasher · · Score: 1

      9 out of ... damnit ! at least i tried...

      --
      A million monkeys and this is the best sig they could come up with...
    9. Re:That's a lot to read by orclevegam · · Score: 1

      DirectX>OpenGL+More

      Cross-Platform>DirectX

      --
      Curiosity was framed, Ignorance killed the cat.
    10. Re:That's a lot to read by everphilski · · Score: 1
    11. Re:That's a lot to read by vimh42 · · Score: 1

      Stuff renders stuff.

    12. Re:That's a lot to read by PalmKiller · · Score: 1

      Perhaps your correction is incorrect, maybe they meant "Teaches you that OpenGL is good (and Direct3d is bad)", but he only had three words to do it in.

    13. Re:That's a lot to read by mrdarreng · · Score: 1

      But with three words car analogies become difficult. It'd be like trying to 15 gallons of fuel into a 10 gallon tank.

    14. Re:That's a lot to read by Ant+P. · · Score: 1

      Yeah, it sounds nice until you try to make GTK and SDL co-operate.

  4. Any truly good 3D-programming book... by Anonymous Coward · · Score: 5, Funny

    ...would come in the pop-up format. I don't think any have yet to qualify.

    1. Re:Any truly good 3D-programming book... by moderatorrater · · Score: 1

      or at least make you think it's popping up.

    2. Re:Any truly good 3D-programming book... by radarsat1 · · Score: 1
      .. or the entire book should be done in Stereograms!

      "Everyone sees this thing except me. Today's my day. I brought a
      lunch and a soda.

      I'm not gonna leave until I see this sailboat everyone keeps
      talking about. "
    3. Re:Any truly good 3D-programming book... by Anonymous Coward · · Score: 1, Funny

      I'm on IE5 you insenitive clod! I don't need MORE pop-ups!

    4. Re:Any truly good 3D-programming book... by Anonymous Coward · · Score: 0

      Is it bad that I thought you meant 3-D rendered browser popups instead of a pop-up book, and it took me forever to get the joke?

  5. Blasphemy by Anonymous Coward · · Score: 3, Funny

    This is not a real bible. you holy open source rollers need to stop naming things 'bibles'. Thanks!

    1. Re:Blasphemy by njchick · · Score: 2, Funny

      OpenGL is not a real open-source. You holy religion rollers need to stop naming non-free specifications 'open source'. Thanks!

    2. Re:Blasphemy by TheRealMindChild · · Score: 2, Informative

      SGI's implementation isn't "Open Source", but the specification is.

      --

      "When life gives you lemons, don't make lemonade. Make life take the lemons back!" -- Cave Johnson
    3. Re:Blasphemy by Codifex+Maximus · · Score: 1

      O BIBLIO means The Book

      --
      Codifex Maximus ~ In search of... a shorter sig.
    4. Re:Blasphemy by flayzernax · · Score: 1
      Its open to a select few. Im sure if you were friends of those few with access to the source, you would be able to modify it.

      Its more open then DirectX.

      Open source is a set of principles and practices that promote access to the design and production of goods and knowledge. The term is most commonly applied to the source code of software that is available to the general public with relaxed or non-existent intellectual property restrictions. This allows users to create software content through incremental individual effort or through collaboration. http://en.wikipedia.org/wiki/Open_source It fits the bill for wiki's open source definition, and my own personal open source definition. Its "relaxed" intellectual property restrictions are what make it fit the bill for me.
    5. Re:Blasphemy by Anonymous Coward · · Score: 0

      > O BIBLIO

      O RLY?

      (arr harr, I just had to do it)

    6. Re:Blasphemy by stinerman · · Score: 1

      Its open to a select few.
      Actually, it's open to anyone. Mesa is an FOSS implementation of OpenGL licensed under the MIT license. Addons are licensed under some non-free licenses.
    7. Re:Blasphemy by flayzernax · · Score: 1

      Aye I remember nvidia usto have their own "MesaGL" libs, that had to replace the standard mesa libs on Redhat and others. There is a clear distinction between FOSS or FLOSS and Open Source.

  6. I, for one, welcome our... by Will+the+Chill · · Score: 0

    z-axis-rendering super-bible-thumping open-standards overlords!

    -WtC

    *please insert sig*

    --
    Creator of RPerl, Scouter, Juggler, Mormon, Perl Monger, Serial Entrepreneur, Aspiring Astrophysicist, Community Organiz
  7. So close... by stinerman · · Score: 4, Funny

    Who else was expecting a Holy Bible implemented in OpenGL? I can see the conversation now:

    1: Hey, did you see SuperBible? This thing rocks.
    2: SuperBible, wtf?
    1: It's God's word in full 3D. You can rotate the book on all 3 axes, flip pages, and it even has full scene rendering during the great flood.
    2: That's ridiculous. Who would want that?
    1: Bah, at the very least you can use it as a benchmarking program. I'm getting 200FPS at the Sermon on the Mount.

    1. Re:So close... by Shadow+Wrought · · Score: 4, Funny
      I'm getting 200FPS at the Sermon on the Mount.

      The cool part is when they download 10 GB of loaves and fishes over a dialup connection in less than 30 seconds.

      --
      If brevity is the soul of wit, then how does one explain Twitter?
    2. Re:So close... by faloi · · Score: 1

      1: Bah, at the very least you can use it as a benchmarking program. I'm getting 200FPS at the Sermon on the Mount.

      A true test is rendering the raining frogs. The Sermon on the Mount had too many static items to be impressive.

      --
      "It is a miracle that curiosity survives formal education." -Albert Einstein
    3. Re:So close... by maxwell+demon · · Score: 5, Funny

      Don't forget the part about installing malware on Egyptian computers. Some highlights are turning the screen dark, introducing lots of new bugs, and killing all first-forked child processes.

      --
      The Tao of math: The numbers you can count are not the real numbers.
    4. Re:So close... by E++99 · · Score: 1

      Who else was expecting a Holy Bible implemented in OpenGL?

      *raises hand*

      I was getting psyched. Plus the implications of the new direction for /. were mindblowing. I guess it's world-shattering enough that /. published my submission of the puke saber the other day, which is a story on Fox News, which I found on the Drudge Report.
    5. Re:So close... by everphilski · · Score: 1

      Yeah, but the concept of the trinity is causing my CPU to grind! :)

    6. Re:So close... by Anonymous Coward · · Score: 1, Funny

      In the beggining, God created a surface.

    7. Re:So close... by stinerman · · Score: 1

      You'll forgive me as my biblical knowledge is much less than the average American.

    8. Re:So close... by serviscope_minor · · Score: 1

      That's easy using the UltraJesus algorithm (otherwise known as run length encoding). Here's the file:

      fishes 1000000
      loaves 1000000

      And here's the UltraJesus2000 decompressor:
      awk '{for(i=0; i < $2; i++)print $1}'

      Warning the copyright on this will expire 90 years after the original author's death. In this case, that will be a very long time.

      --
      SJW n. One who posts facts.
    9. Re:So close... by Crying_Minotaur · · Score: 1

      The cool part is when they download 10 GB of loaves and fishes over a dialup connection in less than 30 seconds. ... and fed the 5,000,000,000 polygons. There were enough mipmaps for everyone. I also like the bit when the dead are raised and anti-aliased with anisotropic filtering. (But that comes late in the book).
    10. Re:So close... by Anonymous Coward · · Score: 0

      Nope, he created a pixel.

  8. I'm wondering. . . by kimvette · · Score: 1

    Does it tell us that SGI created OpenGL, or does it tell us that OpenGL evolved from the primordial ooze that is Microsoft?

    Sorry, I just couldn't resist. . .

    --
    The Christian Right is Neither (Christian nor right). See: Matthew 23, Matthew 25, Ezekiel 16:48-50
    1. Re:I'm wondering. . . by danbert8 · · Score: 1

      Of course, the superbible starts with "In the beginning, there was only darkness."

      --
      Yes it's an anecdote! Were you expecting original research in a Slashdot comment?
    2. Re:I'm wondering. . . by Bluesman · · Score: 5, Funny

      1:1 And ye, the programmers said, "Let there be text" and there was text. 1:2 And the programmers looked at the text, and saw that it was good. 1:3 On the third day, the programmers said, "Let there be pictures, too, text is boring," and there were pictures too. 1:4 And the programmers looked unto the pictures, and saw that they were good, but pixelated and difficult to animate.

      1:5 So then the programmers said, "Let there be anti-aliasing and matrix transformations and hardware support for rendering like the Amiga has," and lo, all of these things came to be on the fourth day. 1:6 And the programmers looked unto all of their creations and gave OpenGL dominion over all hardware accelerated graphics, and on the fifth day they rested.

      2:1 But lo, the serpent Microsoft saw OpenGL and said unto him, "You are good, but you could be greater, if you only would listen to me." 2:2 And the serpent took one of OpenGL's ribs and copied OpenGL, and made DirectX. 2:3 And when the programmers looked at what had become of OpenGL, they were angry, and tossed the serpent and DirectX out of the Garden.

      --
      If moderation could change anything, it would be illegal.
    3. Re:I'm wondering. . . by vertinox · · Score: 4, Funny

      Does it tell us that SGI created OpenGL, or does it tell us that OpenGL evolved from the primordial ooze that is Microsoft?

      I'm a firm believer that OpenGL was created by intelligent design.

      But with DirectX, I'm not so sure.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
  9. SuperBible implies... the Super Devil? by Sebastopol · · Score: 4, Funny


    Duke: This turn of events came after Vatican scientists announced today, that the devil is not the greatest threat to salvation. Due to last weeks discovery of the Super Devil. Religion reporter Dallas Houston has the story.

    Dallas: Thanks Duke, well let me try and get you a clear picture of what we're dealing with here. Here's a photo of the devil, and here's the super devil. Now as you can see, there are some significant differences. The super devil is at least six inches taller, uh, he has a flying motorcycle, and a jar of marmalade that we believe forces you to commit adultery.

    --
    https://www.accountkiller.com/removal-requested
  10. Pretty shiny pixels. by AltGrendel · · Score: 1

    There you go.

    --
    The simple truth is that interstellar distances will not fit into the human imagination

    - Douglas Adams

    1. Re:Pretty shiny pixels. by CastrTroy · · Score: 1

      Happy shiny pixels would be better. We could even a song about it.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
  11. Oddly enough.... by kazade84 · · Score: 5, Interesting

    I bought this book just a few days ago. I have studied OpenGL for years, but never got round to buying it. It is a fantastic reference book, and I keep stumbling across things that I didn't know about OpenGL... unfortunately it's all about to become redundant.

    The OpenGL "Longs Peak" specification is due to be announced in the next few days, it is the first API revamp to break backwards compatibility and pretty much the whole API is going to change, making my lovely new reference book a bit dated. However, the reason I still bought it is because the same concepts can be carried over to the new API pretty easily and I would say 70% of the book will still be relevant to some extend.

    1. Re:Oddly enough.... by 0racle · · Score: 1

      At the rate standards become used, that book will last you a long time.

      --
      "I use a Mac because I'm just better than you are."
    2. Re:Oddly enough.... by Jeek+Elemental · · Score: 1

      They may announce it soon, but its gonna take awhile for all the support bits to catch up I expect.
      Also, as I understood it, youll be able to mix 2.1 with longs peak if you wish.

    3. Re:Oddly enough.... by aztektum · · Score: 1

      Unless you know of a magical wand that someone will wave which converts all the OpenGL code out there to the new spec, I'd think this book will be 100% relevant for a while.

      --
      :: aztek ::
      No sig for you!!
    4. Re:Oddly enough.... by Anonymous Coward · · Score: 0

      I'm pretty sure that vertex/fragment shaders / GLSL are staying essentially the same.

      Long's peak is basically taking the VBO API and doing _everything else_ that way.

  12. The Beginning by CaptainPatent · · Score: 5, Funny

    The old testament provides an introduction to both OpenGL programming with the fixed-function pipeline and to the basics of 3D graphics programming. Here's a reading from the book of SGI from the old testiment:

    In the beginning SGI created a 640x480 palate
    And the palate was without form, and void; and darkness was upon the face
    And SGI said, Let there be light: and there was light
    And SGI saw the light, that it was good: and SGI divided the light from the darkness.
    And SGI called the light glEnable (GL_LIGHTING);


    Man, they do a good job of telling how OpenGL was created!
    --
    Well, back to rejecting software patent applications.
    1. Re:The Beginning by maxwell+demon · · Score: 2, Insightful

      And the LORD SGI commanded the man, "You are free to use any API on your computer; but you must not use the API of DirectX, for when you use it you will surely die."

      --
      The Tao of math: The numbers you can count are not the real numbers.
    2. Re:The Beginning by elFarto+the+2nd · · Score: 1

      And SGI wondered why there was no light, and realised he needed to glEnable(GL_LIGHT0)

      Regards
      elFarto
    3. Re:The Beginning by bill_mcgonigle · · Score: 1

      And the LORD SGI commanded the man, "You are free to use any API on your computer; but you must not use the API of DirectX, for when you use it you will surely die."

      It's better just to encourage the Hittites to write to DirectX so that you can enjoy your leisure time while the Hittites have to keep re-writing their game API's every couple years.

      --
      My God, it's Full of Source!
      OUTSIDE_IP=$(dig +short my.ip @outsideip.net)
  13. excerpt by Jeek+Elemental · · Score: 5, Funny

    "glBegin begat glColor begat glTranslate begat..."

    1. Re:excerpt by Anonymous Coward · · Score: 0

      But you aren't allowed to have a glTranslate between a glBegin and and glEnd!

    2. Re:excerpt by Jeek+Elemental · · Score: 1

      if the Book says so it must be correct, who are you to question? *ominously weighs stone in hand*

  14. They Must be Stopped! by LAN+Lubber · · Score: 1

    I'm all for new and interesting ways to teach a subject, but this book is a disaster waiting to happen! The last time I heard 3D and the Bible uttered in the same breath was when this piece of shit was released.

    Please consider the consequences!

  15. Enough with the bible motif by AriesGeek · · Score: 1

    If it's all inclusive, call it the OpenGL Encyclopedia or something. The bible cliche is as old, worn out, and overused as SOHO.

    --
    Insert offensive troll-style sig here. Please mod or respond appropriately.
    1. Re:Enough with the bible motif by weak* · · Score: 1

      The bible cliche is as old, worn out, and overused as SoCo. Typo corrected. Admitting it's overused is the first of twelve steps. Stay strong--maybe Superjesus can help with that.
      --
      The Schwartz space ain't from Spaceballs.
    2. Re:Enough with the bible motif by bensch128 · · Score: 1

      I liked it when the ogl reference was "my little red book". :)

      ben

  16. First Version by PhotonSphere · · Score: 2, Interesting

    I did a double take on the book's title when I saw this, as I have that exact same title in my library at a little over arm's reach. As it was printed in 1996 and doesn't make any mention of an edition number, I'm guessing that it must be the first edition. It speaks well of a (non-collegiate) technical book to have been around a decade. (I'm also relieved that /. isn't quite as behind as I thought at first glance...)

  17. Fat? by drooling-dog · · Score: 0, Flamebait

    So, as a "superbible" is it another one of these 5 kg books that artificially bloats the page count with lots of whitespace, needless screenshots, and big section headings every other paragraph, to make you feel like you're getting more for your money?

    Then, no thanks...

    1. Re:Fat? by quasius · · Score: 1

      No. There's just a lot of useful information and helpful examples. And yes there are some screenshots, but those happen to often be helpful when dealing with something as visual as OpenGL.

    2. Re:Fat? by Threni · · Score: 1

      > So, as a "superbible" is it another one of these 5 kg books that artificially bloats the page count with lots of whitespace, needless screenshots,
      > and big section headings every other paragraph, to make you feel like you're getting more for your money?

      Hey, don't forget the CD with `enhanced content` such as extra chapters which `weren't ready for the book at publication time`!

  18. Super Devil Adultery? by Anonymous Coward · · Score: 0

    and a jar of marmalade that we believe forces you to commit adultery

    Of course this is only true when he feeds it to your wife and her ass gets Super wide!

    Posted anonymous, cause me wife loves her jelly!

    1. Re:Super Devil Adultery? by Shadow+Wrought · · Score: 2, Funny
      Posted anonymous, cause me wife loves her jelly!

      We know.

      --
      If brevity is the soul of wit, then how does one explain Twitter?
  19. I learned with this and took a class by the author by quasius · · Score: 5, Informative

    I used the 3rd addition of this book to learn OpenGL and 3D programming is general. I had no prior 3D coding experience (although I've always done well with geometry and spacial reasoning) and felt the book did a great job of getting me started without feeling dumbed down. And it continues to be a fine reference 2 years later now that my job involves 3D game engine work. After I cut my teeth on the book, I ended up taking a class from Richard S. Wright, Jr (author) and the guy knows his stuff and was an effective teacher. (So rare sometimes...) I haven't seen the fourth edition, but he was talking about its writing during the class and I'd be surprised if it's not excellent. This is a great book for beginners and beoynd. It does assume that you are proficient in C++ and can do math, but doesn't flood you with information you really don't need.

  20. Sounds like a decent book, but.... by bclark · · Score: 1

    Is there a comparable equivalent for DirectX? I've been looking for an up-to-date one (Direct3D 9 and 10, all the shader models, etc) to add to my library to learn more about graphics programming, shaders, and the fixed-function pipeline.

  21. Re: do publishers read??? by Have+Brain+Will+Rent · · Score: 1

    1205 pages? In one book? Have any of the people involved actually tried using the book? As in carrying it around, flipping form chapter to chapter? This is ridiculous... this is exactly the point of multiple volumes.... physical ease of use! It's a book I'd actually like to have but not if it means it's like carrying a boat anchor around.

    --
    The tyrant will always find a pretext for his tyranny - Aesop
  22. The Bible SuperBible... by DavidHumus · · Score: 1

    is coming out when? It will be just like the bible but with 6 different fonts, lots of screenshots, and weighing in at around 9,000 pages.

  23. Re:SuperJesus? (Defusing the Humor) by castle · · Score: 1

    http://en.wiktionary.org/wiki/bible

    Noun

    Singular
    bible

    Plural
    bibles

    bible (plural bibles)

          1. A comprehensive manual that describes something. (e.g., handyman's bible).
          2. (nautical) A holystone.

  24. Jack Fat and Mrs Lean. by Anonymous Coward · · Score: 0

    You'd love the dictionary set I have. Two volumes just a shade bigger than this "bible" and fly type print. It even comes with a magnifying glass.

  25. 3D by BritneySP2 · · Score: 1
    I have been somewhat bothered by the statement that, in one form or another, is usually made on the first pages of any text on OpenGL:

    OpenGL is an interface with the 3-D hardware

    1) Isn't OpenGL just an API? If so, then the implementation (whether it is hardware-based or not) is irrelevant.

    2) How good is OpenGL for 2-D graphics? Judging, e. g., by what Compiz/Beryl do, it can be successfully used as a base for development of a 2-D user interface as well.

    1. Re:3D by quasius · · Score: 2, Informative

      1) It's both an interface to the 3-D hardware and an API. API = Application Programmers *Interface.* 2) OpenGL works just fine for 2-D. Just switch to an ortho projection and start drawing things.

    2. Re:3D by Anonymous Coward · · Score: 0

      You'll be quite surprised when you find out what the I in API stands for. OpenGL's 2D performance is dependent on other factors, but is typically very fast, as it's just simple orthogonal rendering.

    3. Re:3D by BritneySP2 · · Score: 1

      Sorry about the confusion: I was not talking about "interface vs. API"; what I was talking about was "(just) API vs. hardware API".

    4. Re:3D by HeroreV · · Score: 1

      I've heard talk for years about dropping the 2D stuff from video cards and APIs, but there doesn't really seem to be a push to drop it. Supposedly there's no reason to have separate 2D stuff besides backwards compatibility.

  26. Re: do publishers read??? by vrmlguy · · Score: 1

    Try telling that to J. K. Rowling!

    --
    Nothing for 6-digit uids?
  27. Source code - where? by Trogre · · Score: 1

    The complete source code of the book, and even precompiled binaries for Windows and Mac OS X, can be downloaded from the book's webpage.

    All I see on that page is some sample code from examples contained in the book. I was kind of hoping for the actual source code for the book, preferably in LaTeX form.

    --
    "Nine times out of ten, starting a fire is not the best way to solve the problem." - my wife
  28. wait, what? by dreddnott · · Score: 2, Interesting

    Excuse me, but the title and summary clearly mentioned a SuperBible, not a Superbible.

    The capitalisation of Bible clearly references the proper noun:

    http://en.wiktionary.org/wiki/Bible

    Proper noun

              1. The Christian holy book.
              2. The Jewish holy book that was largely incorporated into the Christian Bible.
              3. The analogous holy book of another religion.
              4. A specific version, edition, translation, or copy of any of the above.

    Hmmm...I just realised I've practised pedanticism in defense of humour.

    --
    I may make you feel, but I can't make you think.
    1. Re:wait, what? by Lodragandraoidh · · Score: 1
      The OpenGL SuperBible falls under the following definition:

      3. The analogous holy book of another religion.


      That religion is the worship of 3D visual goodness, and programming in general.

      Ohm addme padme hum - keep the foo counters turning.
      --

      Lodragan Draoidh
      The more you explain it, the more I don't understand it. - Mark Twain
  29. I own this book by abionnnn · · Score: 1

    I bought this book a few days ago. I have one criticism so far. The author attempts to do linear algebra lightly ... but does it completely wrong:

    [4x1 column vector] . [4x4 matrix] = [4x1 column vector]

    Eh? If this is some kind of whacked convention he should really say so. This said, it seems good so far.

  30. Selection/Feedback is useless?? by bensch128 · · Score: 1

    If opengl's selection and feedback features are not used anymore, then how does the programmer implement object selection in modern gl? Magic?

    Ben

    1. Re:Selection/Feedback is useless?? by Anonymous Coward · · Score: 0

      It is not too difficult to select in your application. Especially ray picking. Intersect a ray with bounding spheres/boxes, then hit individual primitives. You get much more relevant information this way, for instance if your primitives are triangles, you get barycentric coordinates cheaply and can use those to compute interesting and relevant values to display. :)

      Games are doing this ALL THE TIME; what you think the games do when you shoot your gun? You think they use OpenGL feedback? It's a high-latency operation, you don't want that.

      You can use bsp, octree, kd-tree etc-etc in your scene to accelerate intersection computation. It's all rather basic stuff. Tell me where you would want to use high latency, very small amount of information returning OGL feedback? TELL US!!!

    2. Re:Selection/Feedback is useless?? by Anonymous Coward · · Score: 0

      For some programmers it is complicated task to take a frustum and see if it intersects any bounding volumes, and for finer grain control iterate which triangles within the volume cross the selection frustum. It's so trivial that it boggles the mind, especially when you consider that someone considers it bordering Magic! Crazy.