- Copertina flessibile: 969 pagine
- Editore: ADDISON WESLEY LONGMAN INC DIV PEARSON SUITE 300; 5 edizione (13 luglio 2010)
- Lingua: Inglese
- ISBN-10: 0321712617
- ISBN-13: 978-0321712615
- Peso di spedizione: 1,6 Kg
- Media recensioni: 2.3 su 5 stelle Visualizza tutte le recensioni (3 recensioni clienti)
- Posizione nella classifica Bestseller di Amazon:
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OpenGL SuperBible: Comprehensive Tutorial and Reference (Inglese) Copertina flessibile – 13 lug 2010
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OpenGL® SuperBible, Fifth Edition is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 3.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the API and essential associated programming concepts. Readers will find up-to-date, hands-on guidance on all facets of modern OpenGL development, including transformations, texture mapping, shaders, advanced buffers, geometry management, and much more. Fully revised to reflect ARB’s latest official specification (3.3), this edition also contains a new start-to-finish tutorial on OpenGL for the iPhone, iPod touch, and iPad.
• A practical introduction to the essentials of real-time 3D graphics
• Core OpenGL 3.3 techniques for rendering, transformations, and texturing
• Writing your own shaders, with examples to get you started
• Cross-platform OpenGL: Windows (including Windows 7), Mac OS X, GNU/Linux, UNIX, and embedded systems
• OpenGL programming for iPhone, iPod touch, and iPad: step-by-step guidance and complete example programs
• Advanced buffer techniques, including full-definition rendering with floating point buffers and textures
• Fragment operations: controlling the end of the graphics pipeline
• Advanced shader usage and geometry management
• A fully updated API reference, now based on the official ARB (Core) OpenGL 3.3 manual pages
• New bonus materials and sample code on a companion Web site, www.starstonesoftware.com/OpenGL
Part of the OpenGL Technical Library–The official knowledge resource for OpenGL developers
The OpenGL Technical Library provides tutorial and reference books for OpenGL. The Library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies.
Richard S. Wright, Jr., is a Senior Software Engineer for Software Bisque, where he develops multimedia astronomy and planetarium software using OpenGL. A former Real 3D representative to the OpenGL ARB, he has written many OpenGL-based games, scientific and medical applications, database visualization tools, and educational programs.
Nicholas Haemel has led 3D graphics hardware/software architecture design and development for eight years at ATI and AMD, and contributed to OpenGL standards 3.0, 3.1, 3.2, and 3.3.
Graham Sellers is a manager in the OpenGL group at AMD and leads a team of OpenGL software developers working on AMD’s OpenGL drivers. He represents AMD at the ARB, has authored many OpenGL extensions, and contributed to the OpenGL 3.2, 3.3, and 4.0 specifications.
Benjamin Lipchak, Software Engineering Manager at Apple, leads a team working on graphics developer technologies and benchmarks, and is responsible for OpenGL ES conformance of iPhone and iPod touch. He formerly managed an OpenGL ES driver team at AMD and led the Khronos OpenGL ecosystem group, where he established the OpenGL SDK and OpenGL Pipeline newsletter.
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Tuttavia non è affatto un testo semplice, proprio perché molto approfondito. Ed inoltre è specifico delle nuove versioni di OpenGL, quando invece è ancora spesso utilizzata la versione 2.x. Sebbene questo problema fosse più rilevante uno-due anni fa, quando le schede che supportavano la versione 3 erano poche, talvolta ci si può trovare piuttosto smarriti, soprattutto cercando codice di esempio da terze parti. E' prevedibile che un simile problema sia presente con la nuova edizione del testo.
Poco si dice su GL ES (dispositivi mobili).
In sintesi un buon testo, ma non adatto a chi comincia o a chi non vuole approfondire troppo.
Detto questo, al momento trovo che la Superbible sia un ottimo testo, ma con un grosso problema già segnalato da molti (e che inizialmente avevo preso sottogamba). L'autore spiega come funziona una libreria creata appositamente per questo testo... e non si concentra molto sugli aspetti veri e propri di OpenGL. Dopo 4 capitoli poco dettagliati passa invece ad un quinto capitolo iper scrupoloso sulla generazione di immagini (sempre sfruttando la sua libreria e mostrandone il codice ma senza spiegarlo)...
Non so ancora se questo libro mi piacerà o no... per ora pollice basso, dopo aver letto 200 pagine circa mi sembra di non sapere ancora niente di OpenGL.
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My recommendation for new comers to OpenGL and 3D programming: get the 4th edition of the SuperBible, and then grab the OpenGL ES 2.0 Programming Guide to learn about the "core" OpenGL profile. With OpenGL ES 2.0 (embedded systems), the Khronnos group have removed all the legacy accessors from OpenGL, and left only the bare minimal needed to create 3D applications using programmable shaders. The Khronnos group did such a good job with ES 2.0, that they decided to remove all legacy code from core OpenGL as well, and today (with the exception of geometry shaders), OpenGL ES2.0 and OpenGL 4.1 are essentially the same API. The ES2.0 programming guide also explains modern 3D graphics hardware design better than any other book I've discovered, and more importantly, it not only explains how to access the hardware using the new API, it explains WHY the API evolved to what it is today. Why is there a limit to number of attributes? What are the benefits of packing attributes? How to pack them? etc. All of this is covered in the ES 2.0 book. Richard Wright's SuperBible ignores them. The WHY is more important than the HOW.
Hopefully, Richard will correct his mistake with the 5th edition, and a rewritten 6th edition will be something magnificant.
The wrapper and code examples are poorly written and seem rushed. Some don't compile, but all are messy and the kind of code you might expect from a beginner in C++. Some bad practices can be forgiven for the sake of presenting clear examples that are illustrating OpenGL and not correct C++, however much of it is clearly from lack of editing. The author should either commit to using ANSI C and leave the ++ out of it, or should pass his code through the gauntlet of Effective C++.
Other distracting errors include such subtle problems as discussing multiplying a 4x1 vector with a 4x4 matrix (which is undefined), only to have code that does the correct multiplication of the 4x4 matrix with the 4x1 vector (matrix multiplication is not commutative). This could be seriously confusing, considering it's part of the "math" chapter.
Compared to the third edition of this book, which I thought was a great reference for almost every aspect of the fixed pipeline, this "tutorial" is quite bad.
The author goes into quite advanced topics in this book. The HDR examples and use of pixel and frame buffers were good and I would have to say that it was kept me from giving this book a lower score. Furthermore, the author did use the core profile of OpenGL which I liked. The book is not too expensive. The quality of the code (bar the wrapper library) was quite good. I could get it to easily compile and run.
The library that wraps the calls to initialize vertex array objects and vertex buffer objects etc was just a plain terrible idea. It might have worked IF the author had a full chapter at least half way through the book (maybe just after the non-stock shader chapter) that use the proper OpenGL calls or at least go through his wrapper library. Unfortunately, the OpenGL calls for vertex buffers weren't covered until one of the last chapters and it was a poor explanation indeed. Because of this I had to get info from another book (Interactive Computer Graphics 6th edition) which had better coverage of setting up vertex array objects and vertex buffer objects though still not perfect.
There are no examples on shadow mapping or normal mapping. Shadow mapping was covered in the previous edition (4th) but that used the fixed function calls. I really wanted to see shadow mapping using the core profile and shaders.
The book requires you to know pretty well a programming language, but the book is well written and is accessible to anything but entry level programmers.
This does not teach you to write OGL ES code, but you may learn about OGL and apply it to the ES flavor, making the needed changes.
The only confusion is coming from the variety of OGL libraries: the new libraries are not compatible with the old, so if you are maintaining old code, it is better to get the 4th edition. While if you are starting with the new core OGL API, this 5th edition is the one for you.
Some examples does not work, you need to work a bit to make them to work but nothing really problematic...it happens with almost any book, and mostly the examples are available online (just search for any OGL tutorial and you will find plenty)...not the same as the book but if you learn the concepts and the theory behind, then you will see that reading OGL statements is not that hard as it may sound.
Suggested for any OGL beginner, but if you already know OGL it is a great intro to the new core API. While if you want to use the legacy API avoid this book. For the ES lovers there is a chapter dedicated to it, but the book is not about ES, so keep it in mind (the book is expensive, compared to cheaper smaller books dedicated only to ES, but the other books assume a knowledge of OGL, so....)
Be aware that versions of opengl earlier than 3.0 are not covered by this book, which focuses on the new OpenGL 'core profile', and the authors suggest buying the 4th edition instead if that's what you are after. Most of the existing code and tutorials out there on the net are based on OpenGL 2.0 or earlier, so it's something to be aware of. While this book is better at the modern APIs than anything else I've seen, pragmatically you will need to learn both old and new styles for many projects.