OpenGL SuperBible 5th ed.
asgard4 writes "OpenGL SuperBible in its fifth edition is almost a complete rewrite. The authors threw out the discussion of old-style, fixed-function programming and replaced it with an introduction to OpenGL that is exclusively focused on using shaders from the very beginning. All the things that got deprecated with the advent of OpenGL 3 got removed, making it a more relevant and up-to-date book than the previous editions. The OpenGL SuperBible still strives to be the 'world's best introduction to OpenGL' according to the authors. Let's see if it can keep that promise." Read on for the rest of Martin's review.
OpenGL SuperBible (Fifth Edition)
author
Richard S. Wright, Jr., Nicholas Haemel, Graham Sellers, Benjamin Lipchak
pages
969
publisher
Addison-Wesley Publishing http://www.awl.com
rating
9/10
reviewer
Martin Ecker
ISBN
0-32-171261-7
summary
: Quite possibly the best introduction to OpenGL 3.3 programming that focuses exclusively on graphics programming using shaders
With the removal of the fixed-function pipeline, the OpenGL SuperBible is no longer quite the heavy-weight it used to be. It shrunk from more than 1200 to about 970 pages, which is not necessarily a bad thing. The book starts out with a basic introduction to 3D graphics, coordinate systems, and some basic math concepts, followed by short rundown of the history of OpenGL and a first little example program that renders a triangle. The authors even provide instructions on how to setup the C/C++ projects to build the example on Windows and MacOS. The writing is to the point but still verbose enough to easily follow the text. The authors analyze the example program in detail making it easy for a beginner to follow and understand the code. Overall, I really like the writing style and the flow of the book.
The next few chapters gradually introduce more and more OpenGL API functionality intermixed with new 3D graphics concepts, such as rendering points, lines, and polygons in various ways, alpha blending, how to use geometric transformations and projections, and how to move objects and the camera. Eventually, basic texture mapping is introduced with most of the basic things you need to know about the topic. In particular, specifying textures coordinates, sampling textures in the fragment shader, the various filtering modes (even anisotropic filtering), and texture compression are discussed. In a later chapter the authors do another deep dive into the topic of textures, in particular rectangle textures, cube maps, multitexturing, point sprites, and using texture arrays
Until this point the authors used haven't really talked much about shader programming yet. Most of the examples use simple pre-made shaders that don't really do much. This changes with chapter six titled "Nonstock Shaders" where we get a first glimpse of how to write our own shaders in GLSL, the OpenGL Shading Language. In particular, a fragment shader that uses a simple lighting model to light objects is developed.
After these introductory chapters presenting the basics of OpenGL programming, the next part of the book focuses on more advanced topics, beginning with buffer objects and how to use them to make your OpenGL programs run much more efficiently on modern hardware. Some of the examples presented in this part of the book include using render-to-texture to do reflections, tone mapping, and bloom. This part of the book closes with two fairly long chapters on advanced usage of the shader pipeline, in particular the transform feedback and the geometry shader stages. There is also some discussion on more advanced effects achievable with fragment shaders, in particular applying filters to images, such as a Gaussian blur or a Sobel filter. Finally, rendering geometry efficiently with vertex buffer objects and rendering many objects via geometry instancing is presented.
The final part of the book 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 24 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 (or even more advanced topics). It is the most comprehensive introduction to OpenGL that doesn't require a lot of previous knowledge I have seen to date. The decision to completely drop any discussion of the fixed-function pipeline turned out to be an excellent choice. Finally there is a book that no longer wastes the reader's time with the parts of OpenGL that nobody who does serious graphics development uses and instead presents up-to-date information on how to do 3D graphics on modern graphics hardware.
All in all, the OpenGL SuperBible in its fifth edition succeeds very 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.
The review author has been involved in real-time graphics programming for more than 10 years and works as a professional game developer for High Moon Studios in sunny California.
You can purchase OpenGL SuperBible (Fifth 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.
The next few chapters gradually introduce more and more OpenGL API functionality intermixed with new 3D graphics concepts, such as rendering points, lines, and polygons in various ways, alpha blending, how to use geometric transformations and projections, and how to move objects and the camera. Eventually, basic texture mapping is introduced with most of the basic things you need to know about the topic. In particular, specifying textures coordinates, sampling textures in the fragment shader, the various filtering modes (even anisotropic filtering), and texture compression are discussed. In a later chapter the authors do another deep dive into the topic of textures, in particular rectangle textures, cube maps, multitexturing, point sprites, and using texture arrays
Until this point the authors used haven't really talked much about shader programming yet. Most of the examples use simple pre-made shaders that don't really do much. This changes with chapter six titled "Nonstock Shaders" where we get a first glimpse of how to write our own shaders in GLSL, the OpenGL Shading Language. In particular, a fragment shader that uses a simple lighting model to light objects is developed.
After these introductory chapters presenting the basics of OpenGL programming, the next part of the book focuses on more advanced topics, beginning with buffer objects and how to use them to make your OpenGL programs run much more efficiently on modern hardware. Some of the examples presented in this part of the book include using render-to-texture to do reflections, tone mapping, and bloom. This part of the book closes with two fairly long chapters on advanced usage of the shader pipeline, in particular the transform feedback and the geometry shader stages. There is also some discussion on more advanced effects achievable with fragment shaders, in particular applying filters to images, such as a Gaussian blur or a Sobel filter. Finally, rendering geometry efficiently with vertex buffer objects and rendering many objects via geometry instancing is presented.
The final part of the book 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 24 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 (or even more advanced topics). It is the most comprehensive introduction to OpenGL that doesn't require a lot of previous knowledge I have seen to date. The decision to completely drop any discussion of the fixed-function pipeline turned out to be an excellent choice. Finally there is a book that no longer wastes the reader's time with the parts of OpenGL that nobody who does serious graphics development uses and instead presents up-to-date information on how to do 3D graphics on modern graphics hardware.
All in all, the OpenGL SuperBible in its fifth edition succeeds very 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.
The review author has been involved in real-time graphics programming for more than 10 years and works as a professional game developer for High Moon Studios in sunny California.
You can purchase OpenGL SuperBible (Fifth 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.
I'll wait for the OpenGL Ultimate SuperBible Pro, Extreme Edition.
Just try to imagine, for a moment, my disappointment when I realized this was not an open source 3d rendering of a comic-book version of Jesus SuperChrist.
... that science and religion are compatible.
Read the EFF's Fair Use FAQ
Funny, when I scanned the article title I though that someone was coming out with a Christian bible produced by open sources. Then I thought about the sheer volume of revisions, flame wars and arbitrary editing meted out over the centuries by transcribing monks, and realized that the Bible is probably the original Wiki (minus the OR, of course).
When you have nothing left to burn you must set yourself on fire
OpenGL - do they still have that?
I thought Flash or Silverlight or HTML5 did away with that sort of bit diddle.
Smooth move getting a referral link on the front page of slashdot.
Does the book cover OpenGL on the iPhone, iPod touch and iPad? How about OpenGL on the Wii or the Nintendo DSi? Or the PS3 or PSP?
I've heard that some of these devices use a subset/smaller specifications of OpenGL, but I guess most of the book should still apply.
bible? another 'work' of fiction? did we forget surveillance (of ourselves)? we must be in the top 10 there by now? december is rat out your neighbor month this year. next year, all year.
the corepirate nazi freemason holycost (life, liberty etc...) is increasing by the minute. you call this 'weather'?
continue to add immeasurable amounts of MISinformation (lies), rhetoric & fluff, & there you have IT? that's US? thou shalt not... oh forget it. fake weather (censored?), fake money, fake god(s), what's next? fake ?aliens? ahhaha. seeing as (we have been told that) we came from monkeys, the only possible clue we would have to anything being out of order, we would get from the weather. that, & all the other monkeys tipping over/exploding/looking afraid around US.
the search continues; on any search engine, mix & match for even more connections.
weather+manipulation
bush+cheney+wolfowitz+rumsfeld+wmd+oil+freemason+blair+obama+weather+authors
meanwhile (as it may take a while longer to finish wrecking this place); the corepirate nazi illuminati (remember, (we have been told) we came from monkeys, & 'they' believe they DIDN'T), continues to demand that we learn to live on less/nothing while they continue to consume/waste/destroy immeasurable amounts of stuff/life, & feast on nubile virgins while worshipping themselves (& evile in general (baal to be exact)). they're always hunting that patch of red on almost everyones' neck. if they cannot find yours (greed, fear ego etc...) then you can go starve. that's their (slippery/slimy) 'platform' now. see also: http://en.wikipedia.org/wiki/Antisocial_personality_disorder
never a better time to consult with/trust in our creators. the lights are coming up rapidly all over now. see you there?
greed, fear & ego (in any order) are unprecedented evile's primary weapons. those, along with deception & coercion, helps most of us remain (unwittingly?) dependent on its' life0cidal hired goons' agenda. most of our dwindling resources are being squandered on the 'wars', & continuation of the billionerrors stock markup FraUD/pyramid schemes. nobody ever mentions the real long term costs of those debacles in both life & any notion of prosperity for us, or our children. not to mention the abuse of the consciences of those of us who still have one, & the terminal damage to our atmosphere/planet (see also: manufactured 'weather', hot etc...). see you on the other side of it? the lights are coming up all over now. the fairytail is winding down now. let your conscience be your guide. you can be more helpful than you might have imagined. we now have some choices. meanwhile; don't forget to get a little more oxygen on your brain, & look up in the sky from time to time, starting early in the day. there's lots going on up there.
"The current rate of extinction is around 10 to 100 times the usual background level, and has been elevated above the background level since the Pleistocene. The current extinction rate is more rapid than in any other extinction event in earth history, and 50% of species could be extinct by the end of this century. While the role of humans is unclear in the longer-term extinction pattern, it is clear that factors such as deforestation, habitat destruction, hunting, the introduction of non-native species, pollution and climate change have reduced biodiversity profoundly.' (wiki)
"I think the bottom line is, what kind of a world do you want to leave for your children," Andrew Smith, a professor in the Arizona State University School of Life Sciences, said in a telephone interview. "How impoverished we would be if we lost 25 percent of the world's mammals," said Smith, one of more than 100 co-authors of the report. "Within our lifetime hundreds of species could be lost as a result of our own actions, a frightening sign of what is happening to the ecosystems where they live," added Julia Marton-Lefevre, IUCN director general. "We must now set clear targets for the future to
How awesome would "the" bible become if it were rewritten by 3D graphics geeks? Every time it's been rewritten over the thousands of years it's been more a story of what the contemporary rewriters believed god told them. And the OpenGL people think god tells them to make computer graphics more open and faster, with superstition and tribal supremacy not really in the script. Lord save me!
--
make install -not war
I haven't even started reading the old one.
Can we stop using religious terms for technological things that are based in facts?
What's next? The DirectX SuperTanakh?
In the gaming world, you only care about the game working for its sale period, which is maybe two years at best.
What is the sale period of a game combined with the sale period of its sequels on the same platform?
Hasn't netcraft confirmed it?
This looks like a good book, but it covers OpenGL 3.3. Can someone provide a high-level overview of the differences between OpenGL 3.3 and 4.1?
has steadily See. The number 5ay I'm packing Share. FreeBSD is
Apple only supports OpenGL 2.1 (plus extensions). The Fifth Edition of the book only covers OpenGL 3. GLSL has changed a great deal since 2.1 and this book is very incompatible with any released version of OS X as of this writing.
If you want to write OpenGL that is compatible with a Mac, get the Fourth Edition of the book.
Well I do serious graphics programming and I used the fixed functionality pipeline, i.e. CAE work. After all who needs later than OpenGL 1.1?
Must admit it would be nice to rip out the graphics and drop in a scenegraph, add in a Gooch shader and the product might even start to look a bit flash.