PDF Ebook OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V (9th Edition)
PDF Ebook OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V (9th Edition)
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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V (9th Edition)
PDF Ebook OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V (9th Edition)
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Review
Praise for previous editions of OpenGL® Programming Guide “Wow! This book is basically one-stop shopping for OpenGL information. It is the kind of book that I will be reaching for a lot. Thanks to Dave, Graham, John, and Bill for an amazing effort.” —Mike Bailey, professor, Oregon State University “The most recent Red Book parallels the grand tradition of OpenGL; continuous evolution towards ever-greater power and efficiency. The eighth edition contains up-to-the minute information about the latest standard and new features, along with a solid grounding in modern OpenGL techniques that will work anywhere. The Red Book continues to be an essential reference for all new employees at my simulation company. What else can be said about this essential guide? I laughed, I cried, it was much better than Cats—I’ll read it again and again.” —Bob Kuehne, president, Blue Newt Software “OpenGL has undergone enormous changes since its inception twenty years ago. This new edition is your practical guide to using the OpenGL of today. Modern OpenGL is centered on the use of shaders, and this edition of the Programming Guide jumps right in, with shaders covered in depth in Chapter 2. It continues in later chapters with even more specifics on everything from texturing to compute shaders. No matter how well you know it or how long you’ve been doing it, if you are going to write an OpenGL program, you want to have a copy of the OpenGL® Programming Guide handy.” —Marc Olano, associate professor, UMBC “If you are looking for the definitive guide to programming with the very latest version of OpenGL, look no further. The authors of this book have been deeply involved in the creation of OpenGL 4.3, and everything you need to know about the cutting edge of this industry-leading API is laid out here in a clear, logical, and insightful manner.” —Neil Trevett, president, Khronos Group
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About the Author
John M. Kessenich, staff software engineer at Google and creator of SPIR-V, has been active in OpenGL and GLSL Khronos standards’ development since 1999. He is the primary editor of the SPIR-V and GLSL specifications, and creates shader compiler tools and translators to promote portability of those standards. Graham Sellers, AMD Software Architect and Engineering Fellow, is a Khronos API lead and represents AMD at the OpenGL ARB. He has contributed to the core Vulkan and OpenGL specs and extensions, and holds several graphics and image processing patents. Dave Shreiner is a twenty-five year veteran of the computer graphics industry, where he’s worked almost exclusively with programming interfaces like OpenGL. In addition to having written and taught instructional courses on using computer graphics APIs, he was also the lead author for almost ten years on several Addison-Wesley publications relating to computer graphics.
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Product details
Series: OpenGL
Paperback: 976 pages
Publisher: Addison-Wesley Professional; 9 edition (July 18, 2016)
Language: English
ISBN-10: 0134495497
ISBN-13: 978-0134495491
Product Dimensions:
7 x 2.3 x 9.1 inches
Shipping Weight: 3.3 pounds (View shipping rates and policies)
Average Customer Review:
3.5 out of 5 stars
9 customer reviews
Amazon Best Sellers Rank:
#424,484 in Books (See Top 100 in Books)
Physical quality is a lot lower than my older copy from 10 years ago. Lower quality paper and printing, lower quality images, no color plates. What's more the proof-reading is pathetic. There seem to be typos and malformed sentences every couple pages, and so far I've found different sections of ostensibly the same code sample that do not match in the first chapter. I don't know what passes for editing and proofreading these days but this is pitiful. Literally a single person could have read this from cover to cover before going to press and probably could have caught 80-90% of this. Most of it is pretty minor, but it annoys me. The errata in a good technical book should be obscure, not glaring. For the money I should receive a corrected copy of this defective dead tree when they fix all the ridiculous mistakes, but of course that's not going to happen. Suffice to say I'm pretty unforgiving in this regard because to me someone simply didn't do their job.I understand OpenGL has changed a lot since my older copy was published, and the book has basically been rewritten. However it isn't anywhere near as clear and to the point as earlier versions and assumes a lot more prior knowledge. Early on some clunky use of enums in the first code sample unnecessarily obfuscates what is happening and isn't explained very well. Sure any C++ programmer can probably figure it out, but would it have really been that hard to be a little more clear explicit? It just looks like someone's sloppy personal coding habit rather than a clear understandable example. Older versions only used glut (now glfw) to abstract window creation and input handling, but this version the samples also make use of additional convenience code for loading shaders and images. Having graphics and general programming experience I get through it fine, but a beginner might become confused frustrated.
Honestly, you need to approach this book with a grain of salt.Will it teach you how to use the OpenGL language? Sure. Sort of. If you're expecting a complete tutorial, this is most definitely not it. This is not the goal of that book.So what is this book exactly? Well, it's a reference manual. This manual is tailored for people who have experience in grpahics programming. But it's also well tailored for people who have done the basic tutorials and want more meat about what they are learning to better understand the API. I'm learning a lot with this book, and I'd proudly recommend it to anyone who wants to learn OpenGL.
It's the legendary Red Book. It needs no introduction!
It is the "bible" for OpenGL for sure. Wished there was a PDF format of it for quick electronic search and e-browsing.
I'm going to start with my first impression, as I always download the sample code and go from there with reading while trying out the code. The website contains the sample code from the 8th edition of this book, and the projects are set up for Visual Studio 2008 (this is 8 years past, in the IT programming world, that's a few light years behind....) I haven't even started reading, but I'm still optimistic that the authors will update the website (since doing so is WAY overdue.....) and that they will explain the subject matter well. If not, I will update this review. I think I'm being very generous with the three stars as it is, given this first impression is anything but impressive. Proceed with caution on the purchase link here folks.I updated my review to be a one star, because I've been reading for a day and a half, and I still have no idea how to even start coding with openGL. I have actually found more help from outside this book, than what's inside.....sorry to say, and perhaps it will become a good reference, but as for helping me to start programming with openGL, I couldn't even get the first triangles.cpp program to compile. I'm seriously disappointed, and I would like to return it. I seriously cannot believe the authors lack of support for their readers...... the authors do not include their email contact info, the website has one link to download old code and projects from Visual Studio 2008. In conclusion, I would not recommend this book to anyone wishing to learn about starting to program in OpenGL (it may be a great reference for someone who is already familiar with OpenGL 101, but I haven't passed that point yet, we shall see).Because in order to compile the first simple program, you have to install a few other things separately, and those instructions are not included in the book....I'm sure I will get started with OpenGL, as there is a rather large online community, and all the tools are open-source, but this book is not helpful in that regard.
this would be great if we could find the sample code for the 9th edition. the sample code ( which doesn't exist for openGL 4.5??) is supposed to have all the files one needs to install openGL 4.5. This was supposed to be our first foray into openGL, I thought we were getting the latest book and everything would be up to date. But we can't get started with it because the sample code for the 9th edition (that contains the files needed to install opengl 4.5) is not available on the website given in the book [...]
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