Rabu, 08 Agustus 2018

Ebook OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition)

Ebook OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition)

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OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition)

OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition)


OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition)


Ebook OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition)

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OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition)

About the Author

Graham Sellers is a senior manager and software architect on the OpenGL driver team at AMD. He represents AMD at the ARB and has contributed to many extensions and to the core OpenGL Specification. He holds several patents in the fields of computer graphics and image processing.   Richard S. Wright, Jr., senior software engineer for Software Bisque, develops multimedia astronomy and planetarium software using OpenGL. He has written many OpenGL-based games, scientific/medical applications, database visualization tools, and educational programs. He has taught OpenGL programming at Full Sail University’s game design degree program for over a decade.   Nicholas Haemel, senior manager of Tegra OpenGL driver development at NVIDIA, leads a development team working on NVIDIA mobile graphics drivers, represents NVIDIA at the Khronos Group standards body, has authored many OpenGL extensions, and contributed to all OpenGL specifications since version 3.0.

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Product details

Series: OpenGL

Paperback: 848 pages

Publisher: Addison-Wesley Professional; 6 edition (July 31, 2013)

Language: English

ISBN-10: 0321902947

ISBN-13: 978-0321902948

Product Dimensions:

7 x 1.6 x 9.1 inches

Shipping Weight: 3 pounds

Average Customer Review:

3.5 out of 5 stars

85 customer reviews

Amazon Best Sellers Rank:

#1,203,517 in Books (See Top 100 in Books)

I own every edition of this excellent book. One significant change in this edition that readers should be aware of is the complete abandonment of OpenGL on Apple's platform. From the preface of the book: "Gone is official support for the Apple Mac platform. Almost all of the new content in this edition requires features introduced with OpenGL 4.4 or 4.5, or recent OpenGL extensions -- none of which were supported by OS X at the time of writing. There is no expectation that Apple will further invest in its OpenGL implementation, so we encourage our readers to move away from the platform."To be fair, the current state of OpenGL on the Mac is poor. Mavericks supports OpenGL 4.1, which is now 5 years old (2010). Apple has announced that the future of graphics development on Apple devices will be "Metal", which is an Apple-proprietary low level hardware interface. This is an unfortunate development for those wanting to target multiple platforms, which is a primary motivation for using OpenGL.If you want to develop for the Mac, you should pick up a previous edition of this excellent book, probably 6th or even 5th edition.7th ed: OpenGL 4.56th ed: OpenGL 4.35th ed: OpenGL 3.34th ed: OpenGL 2.13rd ed: OpenGL 2.0 and 1.52nd ed: OpenGL 1.2, 1.1

First, let me say that the reorganization of text and code embodied in the Sixth Edition of the OpenGL Superbible was a good move. Oh, I have a few gripes and grumbles relating to the reorganization (e.g., it seems like Chapter 5 will never end. It could be split, deferring pieces to later and appropriate contexts.) The reorganization of the sample code is a good step forward. There is less dependence on mysterious libraries. And, the essential support code has been reorganized into a more attractive “framework.”Be prepared for a lot of emphasis on shader programming. Face up to it: It’s the nature of the modern beast. If you’re not ready for that, one suggestion is to start with an earlier edition – one that focuses on earlier versions of OpenGL, and then grow to love it.Having gone through many (aborigines are said to have a ternary number system: 1, 2, many) editions of the Superbible, I find it necessary to keep a copy of a corresponding Redbook (OpenGL Programming Guide) edition handy. In that sense, I find the Superbible to be an essential learning aid. But …It was indeed unfortunate to find that the current authors and publisher continued to follow the habits of previous authors and publishers of walking away from what I view as their responsibility to their readership:1. Others have complained about the quality of the black and white illustrations. They were correct: the printing of screenshots is terrible. The majority of the current authors are experienced authors. (a) They should have avoided the problem. (b) The editor should have caught the problem before going to press. (c) The printer should have called attention to the problem before committing to a run.2. There is no consistent way of tying a screenshot or a code listing to a project name in the source code provided as a download on the book’s web site. I made it a point to deduce, by one means or another, the project name from the text or code if the project name was not explicitly mentioned (which was the usual case). The authors could have provided an index in the download’s README file.3. In the Preface, an author states, “We made a bunch of mistakes – we’re certain of it. … If you think you see something that doesn’t quite gel, check the book’s Web site for errata.” I’m writing this review in June 2014, almost a year after publication of the book. There are no errata on the web site. Moreover, there is no mechanism for submitting errata.4. The code I downloaded (dated November 2013) built on Visual Studio 2010 successfully. All but a few projects executed without error. I found the distribution for VS 2010 available on GitHub to be useless: Apparently the last person to build it built it with VS 2013. I considered submitting an issue, but got discouraged when I saw that the last commits were made seven or eight months ago.5. The book’s Appendix C describes two tools, ktxtool and dds2ktx, which it says is available in the source code. Not so.6. I searched for but could not find an OpenGL Superbible forum. The best I could find was the general OpenGL forum. The last blog entry on the book’s web site is dated February 2014. Apparently the authors have better things to do.In scoring a rating for this edition of the OpenGL Superbible, I started with five stars. After all, I consider it and the Redbook to be essential components to learning OpenGL. Then, because of the lousy illustrations and the authors’ neglect, I backed off two stars. A one-star deduction would not have been enough.It occurs to me that all of the problems enumerated above could be resolved on the book’s web site. I would be glad to improve my rating if the authors (or even someone else) would step up to addressing them.

The main issue I have with this book is the dependency to the sb6 library which is the author's wrapper library around OpenGL.If the book were titled the SB6 Library superbible, It would have been ok but after reading the claims at the beginning of the book stating that this book is meant to go over the OpenGL library without jumping back and fourth I couldn't help but wonder why the authors chose to include their own library which defeats that purpose to some extent.Granted the library simplifies things but that's not the purpose of a book. Since the target audience is already familiar with C++, there's no need to wrap the main() function for example, which I find unnecessary. This may be fine for the author but we all have different styles of coding and it's not the author's place to force a framework in order to explain how the OpenGL pipeline works.This is a book about OpenGL and the code should run out of the box with dependencies to OpenGL, GLUT and GLFW being acceptable. If the authors chose to develop a wrapper library, the library should be part of the text as an illustration to how things are put together. Also what would be more acceptable is if the sb6 library's cpp source code was available to view instead of distributing a black box which may confuse the reader.Also when adding shader code, the authors fail to mention the appropriate code updates to the rendering functions which can be a bit inconvenient. Also failure to delete compiled shaders in one of the examples shoud be avoided.The OpenGL pipeline is getting more and more complex and I can see the appeal in simplifying it by making it more accessible but writing a book about a library and forcing a black box framework is unacceptable. This book does explain things well I must admit but for experienced C++ and OpenGL users, I recommend the Red Book for a more thorough read and detailed reference.

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OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition) PDF

OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition) PDF

OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition) PDF
OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition) PDF

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