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OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL, Version 1.2 [Englisch] [Taschenbuch]

Dave Shreiner , Mason Woo , Jackie Neider
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Kurzbeschreibung

16. September 1999
This book provides definitive information on OpenGL, a powerful software interface for graphics hardware that enables graphics programmers to produce high-quality color images of 3D objects. The authors' coverage ranges from basic functions of the latest OpenGL release to the sophisticated capabilities of the OpenGL Utility Library. The third edition has been extensively updated to include the newest features of OpenGL, Version 1.2, and includes many code examples and sample color images. The Architecture Review Board (ARB) is an industry consortium responsible for guiding the evolution of OpenGL and related technologies, and is comprised of industry leaders such as Evans & Sutherland, Hewlett-Packard, IBM, Intel, Intergraph, Microsoft, Sun Microsystems, and Silicon Graphics.

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Produktinformation

  • Taschenbuch: 784 Seiten
  • Verlag: Addison-Wesley Longman, Amsterdam; Auflage: 3rd (16. September 1999)
  • Sprache: Englisch
  • ISBN-10: 0201604582
  • ISBN-13: 978-0201604580
  • Größe und/oder Gewicht: 23,3 x 18,7 x 3,6 cm
  • Durchschnittliche Kundenbewertung: 4.9 von 5 Sternen  Alle Rezensionen anzeigen (18 Kundenrezensionen)
  • Amazon Bestseller-Rang: Nr. 302.223 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
  • Komplettes Inhaltsverzeichnis ansehen

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Produktbeschreibungen

Amazon.de

The OpenGL Programming Guide, now in its third edition, is the definitive volume for programmers using this evolving graphics interface standard. Written by members of the OpenGL Architecture Review Board, this book offers understandable tutorials and lessons on getting up to speed and getting the most out of the latest version of OpenGL, version 1.2.

The guide uses code examples in C and is targeted at programmers who have experience in coding yet are new to coding for OpenGL applications. The opening chapters go into descriptive detail of how OpenGL, the software interface for hardware 3-D chipsets, works and what you can expect from it, which turns out to be much more than you might have thought. Color plates are used, for example, to show how OpenGL handles such effects as motion blur and depth-of-field blur, in addition to shadows and texture mapping.

This is not a beginner's guide to programming computer graphics. Some previous knowledge of both programming in general and computer graphics in particular is required. For example, code snippets are used to describe how to implement these effects, but because OpenGL is platform-independent, some code examples may need to be modified when used with your specific compiler.

Filled with the expertise of those who standardized OpenGL, there is no better reference volume for learning and understanding this system. The examples cited are clear, commented, and explained. The only drawback to the book is that it lacks a companion CD-ROM--all examples must be either typed in or downloaded from an Internet FTP site. (The URL is listed in the preface.) --Mike Caputo

Synopsis

This book provides definitive information on OpenGL, a powerful software interface for graphics hardware that enables graphics programmers to produce high-quality color images of 3D objects. The authors' coverage ranges from basic functions of the latest OpenGL release to the sophisticated capabilities of the OpenGL Utility Library. The third edition has been extensively updated to include the newest features of OpenGL, Version 1.2, and includes many code examples and sample color images. The Architecture Review Board (ARB) is an industry consortium responsible for guiding the evolution of OpenGL and related technologies, and is comprised of industry leaders such as Evans & Sutherland, Hewlett-Packard, IBM, Intel, Intergraph, Microsoft, Sun Microsystems, and Silicon Graphics.

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Von Ein Kunde
Format:Taschenbuch
The Opengl Programming Guide has become a standard to which other 3D programming books are compared. It serves two basic functions: a tutorial of topical 3D concepts inherent in todays 3D graphics hardware/software and an instructional manual offering a precise explanation of the functional calls with supporting attributes/arguments defined by the OpenGL Application Programming Interface. The book is extremely well organized and allows readers to focus on specific topics while still maintaining perspective of the entire rendering pipeline. It is comprehensive, up-to-date and easy to read making it my first choice for clarifying all 3D technical issues. I cannot imagine a serious 3D programmer or software architect not having this book included in their personal library.
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2 von 2 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Updated OpenGL coverage; best practical 3D book 25. Juni 1999
Von Ein Kunde
Format:Taschenbuch
The 3rd Edition of the "OpenGL Programming Guide" is an important upgrade to what is the definitive introduction to OpenGL programming. I was pleased to participate in the technical review of this book so I can attest to (and I guess be held indirectly accountable for) the book's completeness and accuracy.
If you are interested in practical 3D programming using the latest in 3D hardware acceleration and you want a straightforward and portable programming interface, OpenGL is definitely the way to go, and this book is what you need to get started.
Since the last update two years ago, OpenGL 1.2 and the OpenGL multitexturing extension have been standardized. This Guide has complete explanations and tutorial coverage on all new OpenGL 1.2 features and the multitexturing extension.
OpenGL 1.2 is packed with new features like volume textures, image processing capabilities, more image formats, etc, etc. The book covers _all_ the new stuff in OpenGL 1.2. OpenGL multitexturing is already widely available. Games such as the much anticipated "Quake III: Arena" use OpenGL multitexturing, and I expect lots of other 3D games will be using multitexturing as well.
Since the book uses the OpenGL Utility Toolkit (GLUT), all the examples can be compiled and run on basically all OpenGL implemenetations, independent of operating system (Linux, Windows 95/NT, IRIX, MacOS, etc). The updated book also contains appendices that detail operating system specific OpenGL usage.
If you are a newbie to OpenGL, this is definitely the book to start with.
But I bet most OpenGL programmers already have an earlier edition of this book so the big question is whether the new edition is worth it.
Lesen Sie weiter... ›
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7 von 8 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Wer in OGL programmiert kommt nicht drumherum! 2. August 2003
Format:Taschenbuch
Man kann es drehen und wenden wie man will, aber wenn man sich ernsthaft mit OpenGL auseinandersetzt und beim Programmieren nicht nur eine Onlinereferenz zu Rate ziehen will, dann BRAUCHT man dieses Werk unbedingt.
Zwar ist diese Ausgabe schon etwas angestaubt (man bedenke dass OpenGL 1.5 aktuell ist), aber das tut dem Buch wirklich keinen Abbruch. Es ist sowohl für den Einsteiger als auch für den Profi zu empfehlen, da es zum einen Basisthemen behandelt aber in einigen Punkte dann auch richtig ins Detail geht (diese Stellen sind gekennzeichnet).
Volle Punktezahl von mir für das Buch welches den Namen "OpenGL Programming Guide" redlich verdient hat.
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4.0 von 5 Sternen A must for OpenGL programmers 28. Juni 1999
Von Ein Kunde
Format:Taschenbuch
This book is a must for those wanting to fully exploit the power of OpenGL. In this 3rd Edition, the authors have included the newest features of OpenGL, Version 1.2. In particular, the discussion about multitexturing and imaging subset deserves a special mention, since they represent the latest rendering techniques available in form of a standard library.
Although all features, from the most basic to the most advanced technique, are covered in this book, it is not an introductory graphics text book. Readers should have a basic knowledge about computer graphics in order to benefit from this book. Also, it is useful to be familiar with 2D/3D geometry and other graphics libraries. As code fragments and samples are written in C, experience with this programming language is also required.
I recommend this book for any serious OpenGL programmer, perhaps complemented with the "OpenGL Reference Manual" and "Programming OpenGL for the X Window System" by Mark Kilgard.
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Format:Taschenbuch
This is an excellent book on OpenGL. This may not be for the absolute beginner in computer graphics (it does assume you understand some concepts of computer generated graphics) but for those that understand the fundamentals of graphics, this is a superb book. Commands are organized nicely into numbers of tables for eacy access along with extensive indexes for reference. Not only does it explain the commands that OpenGL uses, it goes into what happens behind the scenes (what OpenGL does "for you") when you invoke a command. This can make determining if an effect is too taxing on your processor to bother with. For someone that knows a little something about computer graphics (you don't really have to know much) and is learning OpenGL, this is an essential piece of equipment.
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5.0 von 5 Sternen Excellent place to start learning 3D programming 10. November 1999
Format:Taschenbuch
Before I started reading this book, I tried learning from the Direct3D on-line documentation. I had no previous knowledge in polygons at all. I had managed to hack up an unlit polygon, but I still never knew what I was doing. After much frustration (help files are never helpful) I decided to bite the bullet and buy a book on OpenGL. This book has been the best investment I have made so far to my programming career. Even if you want to use a different 3d API, you should start with this book, because OpenGL is EASY to learn. In fact, I can even understand D3D documentation now!
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Die neuesten Kundenrezensionen
5.0 von 5 Sternen Excellent book for learning OpenGL
This book explains in a very understandable way how to use the various features of OpenGL. The examples are very good, because they only contain the necessesary statements for... Lesen Sie weiter...
Am 20. November 2000 veröffentlicht
5.0 von 5 Sternen Great OpenGL book for the college student
This book was used for CS 453 (Computer Graphics I) at Washington University in St. Louis. I find it to be very informative and a good book to use for learning the basics of... Lesen Sie weiter...
Veröffentlicht am 18. Juni 2000 von Viceroid
5.0 von 5 Sternen Best book I have read on OpenGL
OK there are so many nice words on this great book in english I decided to add some in my own language.
Dieses Buch ist spitzenklasse !!! Lesen Sie weiter...
Am 21. April 2000 veröffentlicht
5.0 von 5 Sternen I am happy!
What more can you say my friend?, this book is what IT IS: OpenGL by the people who made it!
Could not be no bettttter.
Thank you to the ARB people. Lesen Sie weiter...
Veröffentlicht am 23. März 2000 von Masoud Samimi
5.0 von 5 Sternen Fantastic
This is by far the best and most useful OpenGL book that I own. Not only does this book do a great job on teaching OpenGL functions and format, but it delves into the concepts of... Lesen Sie weiter...
Am 24. Februar 2000 veröffentlicht
5.0 von 5 Sternen This book gets better every edition
This is the best place to start learning about OpenGL and it has enough depth and scope to keep you refering to it at an advanced level. I am pleased that each edition gets better. Lesen Sie weiter...
Veröffentlicht am 11. Februar 2000 von Richard Hatch
5.0 von 5 Sternen Incredible book
This is one of the best graphics books I have read. If you have any interest in graphics programming, you should own this book.
Am 19. November 1999 veröffentlicht
5.0 von 5 Sternen They do it again!, The best Book for OpenGL!
This is the Book for OpenGL Programing,They explane everything about the API and its a good reference for it. This is the book if you want to program OpenGL!. Lesen Sie weiter...
Am 3. November 1999 veröffentlicht
5.0 von 5 Sternen The book is a must have!
I found this book to be great, from an in depth introduction to shaddows and textures with OpenGL. I also found the refrences for Apple OpenGL (ALG), X-Windows OpenGL (GLX), and... Lesen Sie weiter...
Am 8. Oktober 1999 veröffentlicht
5.0 von 5 Sternen The definitive reference guide to the OpenGL API
This book isn't about how to write a game; this book is about the OpenGL API and how to effectively use it to generate great 3d graphics. Lesen Sie weiter...
Am 23. September 1999 veröffentlicht
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