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  • OpenGL SuperBible: Comprehensive Tutorial and Reference, Fourth Edition by Richard S. Wright: Book Cover

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$64.99

Textbook Details

  • EDITION:
    4th Edition
  • ISBN:
    0321498828
  • ISBN-13:
    9780321498823
  • PUB. DATE:
    July 2007
  • PUBLISHER:
    Addison-Wesley
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OpenGL SuperBible: Comprehensive Tutorial and Reference, Fourth Edition / Edition 4 by Richard S. Wright, Benjamin Lipchak, Nicholas Haemel

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Overview -

OpenGL SuperBible

Product Details

  • Pub. Date: July 2007
  • Publisher: Addison-Wesley

Synopsis

OpenGL SuperBible, Third Edition is a comprehensive, hands-on guide that provides everything you need to program with the new version of OpenGL. This newly expanded edition covers OpenGL 1.5, OpenGL 2.0's Shading Language, ARB low-level shader extensions, and programming details for Windows, Mac OS X, and Linux. Designed for programmers who want to master OpenGL and expand their knowledge of graphics programming and 3D graphics, and also for seasoned OpenGL programmers who need assistance porting their applications, this learning tool serves as both a tutorial and a reference manual that can be used time and again. Find the necessary guidance in applying complex concepts, such as drawing in space; points, lines, and polygons; moving around in space; color, lighting, and materials; raster graphics in OpenGL; texture mapping; 3D modeling and object composition; fog and blending visual effects; curves and surfaces, and more.

Learn how to:

  • Create three-dimensional objects on your PC
  • Move your objects or yourself around in a virtual world
  • Use techniques for fast real-time rendering on Windows, Mac OS X, and Linux.
  • Make use of OpenGL hardware acceleration
  • Create interactive three-dimensional scenes
  • Take advantage of programmable graphics hardware with the new OpenGL shading language CD-ROM includes:
  • Complete source code for all example programs (Windows, Mac OS X, and Linux)
  • The GLUT Library and Render Monkey for Windows
  • Demo Version of Right Hemisphere's Deep Exploration
  • The Complete OpenGL specification in Adobe Acrobat Format
  • A Collection of additional OpenGL example programs

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Biography

Richard S. Wright, Jr.has been using OpenGL for more than 12 years, since it first became available on the Windows platform, and teaches OpenGL programming in the game design degree program at Full Sail in Orlando, Florida. Currently, Richard is the president of Starstone Software Systems, Inc., where he develops third-party multimedia simulation software for the PC and Macintosh platforms using OpenGL.

Previously with Real 3D/Lockheed Martin, Richard was a regular OpenGL ARB attendee and contributed to the OpenGL 1.2 specification and conformance tests. Since then, Richard has worked in multidimensional database visualization, game development, medical diagnostic visualization, and astronomical space simulation.

Richard first learned to program in the eighth grade in 1978 on a paper terminal. At age 16, his parents let him buy a computer with his grass-cutting money instead of a car, and he sold his first computer program less than a year later (and it was a graphics program!). When he graduated from high school, his first job was teaching programming and computer literacy for a local consumer education company. He studied electrical engineering and computer science at the University of Louisville’s Speed Scientific School and made it half way through his senior year before his career got the best of him and took him to Florida. A native of Louisville, Kentucky, he now lives with his wife and three children in Lake Mary, Florida. When not programming or dodging hurricanes, Richard is an avid amateur astronomer and an Adult Sunday School teacher.

Benjamin Lipchak graduated from Worcester Polytechnic Institute with a double major in technical writing and computer science. “Why would anyone with a CS degree want to become a writer?” That was the question asked of him one fateful morning when Benj was interviewing for a tech writing job at Digital Equipment Corporation. Benj’s interview took longer than scheduled, and he left that day with job offer in hand to work on the software team responsible for DEC’s AlphaStation OpenGL drivers.

Benj’s participation in the OpenGL Architecture Review Board began when he chaired the working group that generated the GL_ARB_fragment_program extension spec. While chairing the Khronos OpenGL Ecosystem Technical SubGroup, he established the OpenGL SDK and created the OpenGL Pipeline newsletter, of which he remains editor.

Benj will now participate in the Khronos OpenGL ES Working Group. After 12 years of OpenGL driver development and driver team management at DEC, Compaq, and ATI, he is headed for smaller pastures. Benj recently became manager of AMD’s handheld software team. Although the API is familiar, the new challenges of size and power consumption make for a great change of scenery. In his fleeting spare time, Benj tries to get outdoors for some hiking or kayaking. He also operates an independent record label, Wachusett Records, specializing in solo piano music.

Nicholas Haemel, developer at AMD in the Graphics Products Group, was technical reviewer for OpenGL SuperBible, Third Edition, and contributed the chapters on GLX and OpenGL ES.