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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 [Englisch] [Taschenbuch]

Dave Shreiner , Bill Licea-Kane , Graham Sellers , John M. Kessenich
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Kurzbeschreibung

20. März 2013
Includes Complete Coverage of the OpenGL(R) Shading Language! Today's OpenGL software interface enables programmers to produce extraordinarily high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and programmable shaders. OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 4.3, Eighth Edition, has been almost completely rewritten and provides definitive, comprehensive information on OpenGL and the OpenGL Shading Language. This edition of the best-selling "Red Book" describes the features through OpenGL version 4.3. It also includes updated information and techniques formerly covered in OpenGL(R) Shading Language (the "Orange Book"). For the first time, this guide completely integrates shader techniques, alongside classic, functioncentric techniques. Extensive new text and code are presented, demonstrating the latest in OpenGL programming techniques. OpenGL(R) Programming Guide, Eighth Edition, provides clear explanations of OpenGL functionality and techniques, including processing geometric objects with vertex, tessellation, and geometry shaders using geometric transformations and viewing matrices; working with pixels and texture maps through fragment shaders; and advanced data techniques using framebuffer objects and compute shaders. New OpenGL features covered in this edition include * Best practices and sample code for taking full advantage of shaders and the entire shading pipeline (including geometry and tessellation shaders) * Integration of general computation into the rendering pipeline via compute shaders * Techniques for binding multiple shader programs at once during application execution * Latest GLSL features for doing advanced shading techniques * Additional new techniques for optimizing graphics program performance

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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 + OpenGL SuperBible: Comprehensive Tutorial and Reference + OpenGL 4.0 Shading Language Cookbook
Preis für alle drei: EUR 119,10

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Produktinformation

  • Taschenbuch: 935 Seiten
  • Verlag: Addison Wesley; Auflage: 8th revised edition. (20. März 2013)
  • Sprache: Englisch
  • ISBN-10: 0321773039
  • ISBN-13: 978-0321773036
  • Größe und/oder Gewicht: 23,1 x 18 x 4,7 cm
  • Durchschnittliche Kundenbewertung: 2.5 von 5 Sternen  Alle Rezensionen anzeigen (2 Kundenrezensionen)
  • Amazon Bestseller-Rang: Nr. 55.272 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
  • Komplettes Inhaltsverzeichnis ansehen

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Produktbeschreibungen

Pressestimmen

"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(R) 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

Über den Autor und weitere Mitwirkende

Dave Shreiner, Director of Graphics and GPU Computing at ARM, Inc., has been active in OpenGL development nearly since its inception. He created the first commercial OpenGL training course and has taught OpenGL programming for twenty years. Graham Sellers, coauthor of OpenGL(R) SuperBible, manages OpenGL Software Development at AMD. He authored many OpenGL feature specifications and helped bring OpenGL ES to desktop computers. John Kessenich, OpenGL Shading Language Specification Editor, consults at LunarG, Inc., building compiler technology for GLSL. He helped develop OpenGL 2.0 and OpenGL ES 2.0 at 3Dlabs and Intel. Bill Licea-Kane is Principal Member of Technical Staff at AMD, coauthor of OpenGL(R) Shading Language Guide, and chairs the OpenGL Shading Language technical subgroup.

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In diesem Buch (Mehr dazu)
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Buchdeckel | Copyright | Inhaltsverzeichnis | Auszug | Stichwortverzeichnis
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5 von 6 Kunden fanden die folgende Rezension hilfreich
2.0 von 5 Sternen Knapp daneben ist auch vorbei... 28. Juni 2013
Format:Taschenbuch|Verifizierter Kauf
Als Nachschlagewerk ganz gut zu gebrauchen, allerdings nicht als Einsteiger Tutorial.

Es werden 3rd Party Libs benutzt, von dene im Buch keine Rede ist.
(Sind im Source Code Paket auf ihrer Homepage enthalten, wird allerdings im Buch nicht erwähnt!)
Die Beispiel Sourcecodes sowie ihre 3rd Party Libs (LoadShaders) sind fehlerhaft, wenn man ein kompletter Neueinsteiger ist was das angeht, kommt man nicht einmal über das erste Kapitel hinaus.

Das Buch ist vor 3 Monaten erschienen und auf ihrer Homepage, auf die sehr oft referenziert wird, ist nichts zu finden, ausser ein unvollständiges Sourcecode Paket und dem Text "Wir arbeiten daran".

Klasse! ...

Aber abgesehen davon sieht das Buch ganz geordnet (nicht perfekt, aber in Ordnung) aus.
Mehr kann ich dazu nicht sagen, da ich wie gesagt nichteinmal über Beispiel 1 hinaus komme, da im Internet für die Probleme (die selben die ich habe) der anderen Usern keine funktionierende Lösung gefunden wurde!
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3.0 von 5 Sternen Titel irreführend 28. Juli 2014
Format:Taschenbuch|Verifizierter Kauf
Ich benutze das Buch tatsächlich öfters, wenn mir die OpenGL API Beschreibung im Netz zu wage ist. Allerdings ist der Titel "...to Learning OpenGL" absolut inkorrekt meiner Meinung nach. Es gibt sehr wenige komplette Beispiele, die sich 1:1 übertragen lassen. Mir scheint es, als wurde das Buch in Hauptkapitel unterteilt, denen man einfach alle OpenGL API Aufrufe zugeordnet und außenrum Text geschrieben hat. Kein roter Faden und keine A/B Vergleiche bei Beispielen. Zu viel Theorie und wenig Praxis.

Angenommen ich habe in meinem Programm 1. eine fixe Landschaft 2. eine drehende Windmühle und 3. ein Maisfeld, das im Winde mitweht. Wie modelliere ich meine Daten und wie sieht es mit dem Shader aus? ... in dem Buch ganz schlecht. Neueste Technologien und API-Aufrufe aus OpenGL 4.3, aber keine praktischen Beispiel, wie man sie klug einsetzt. Somit für mich wirklich nur ein Nachschlagewerk.
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Amazon.com: 3.5 von 5 Sternen  30 Rezensionen
31 von 38 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Great book it fixes the problems with the last generation of modern openGL books. 24. März 2013
Von 1337133 - Veröffentlicht auf Amazon.com
Format:Taschenbuch
I read this book on safari books online as a rough cut, though it was complete. It's a great book on openGL.

The last generation of modern openGL books such as the 7th edition of this series covered way to much depreciated materials. This book does not. It is fully updated and covers only modern openGL 4.3.

Since the 4.0 series and 3.3 are very much a like ( they were released at the same time 3.3 is similar to 4.0 but works on dx10 cards ) you can use this book for 3.3 and only have to change a few lines. This is good since you shouldn't only target the latest version of openGL if you want a large customer base.

Also the last edition of the openGL superbible ( 5th ed ) had the problem of covering the author's wrapper instead of covering the openGL api itself. This book DOES NOT have that problem. It covers the api itself.

Because all the modern openGL books have the issues discussed above, and this book does not have those issues, this is THE modern openGL book to get at the time of this review, it's about time we get a good book for modern openGL!

UPDATE 1: I have a paper back copy in my hands right now. I have read a hundred plus pages and flipped though a lot more of it. This book is very well organized. First the appendix itself is a book, at nearly 300 pages. It has chapter on freeGLUT, openGL es and webGL, it's an entire chapter worth on webGL, as well as references for glsl variables and functions, and openGL state variables. These are easily searchable cause they are organized. There is an appendix for the low level window systems of Linux (GLX), windows (wgl), and mac. And more, here is a listing of all the appendices.

Appendix A: Basics of GLUT: The OpenGL Utility Toolkit
Appendix B: OpenGL ES and WebGL
Appendix C: Built-in GLSL Variables and Functions
Appendix D: State Variables
Appendix E: Homogeneous Coordinates and Transformation Matrices
Appendix F: OpenGL and Window Systems
Appendix G: Floating-Point Formats for Textures, Framebuffers, and Renderbuffers
Appendix H: Debugging and Profiling OpenGL
Appendix I: Buffer Object Layouts
Glossary
Index

The beginning of the book has the usual Table of Contents, but also a Table of all the Figures in the book and a Table of all the Tables in the book, and even a table of all the examples, I've never seen that before in a book, but could be very useful.

UPDATE 2: It should be noted that this book is a not a tutorial, but a reference style book, and a very good one at that. If you are completely new to openGL read one of the good tutorials on the web and use this book to backup the tutorial, and as a reference from then on.
22 von 27 Kunden fanden die folgende Rezension hilfreich
2.0 von 5 Sternen You are on your own because apparently the code examples were forgotten. 6. Juni 2013
Von Dan - Veröffentlicht auf Amazon.com
Format:Taschenbuch
After the first two chapters and a half, I was about ready to return this refined hunk of tree to Amazon. The website (opengl-redbook.com) has a ZIP archive containing most of the code for this book. Unfortunately, almost all the code projects which were made in Visual Studio 9 & 10 fail to build right out of box. Even after some surgery they really just failed. I managed to get the first example in the book to build. This was not included in the ZIP archive (chapters 1 & 2 are not in the archive), so it was really a compilation of the code listings in the book and some random pre-built stuff by the authors.

This book is really more of a reference manual than a learning guide because without having a way to actually do something, all this book provides is a bunch of API listing. It may come in handy once I learn modern OpenGL from some other source. For now, it will sit on a shelf collecting dust for a few months. It seems like the only practical alternatives are online tutorials ([...] or the SuperBible. I bought this book thinking it would show how to use raw OpenGL because apparently the SuperBible uses an extensive pre-built library from the authors. While this book does describe raw OpenGL, it does so in a brute force method and does not show you how to do things. It really just describes a bunch of features and moves on. This would be okay as long as the examples worked/existed because then you could try things out.

If the authors can get fully functional examples uploaded to their site, this book may be a learning guide. Until then, this book will remain unpublished from my point of view. Seriously, can't even have working source code two months (as of late September 2013, 6 months now) after release?

Update 8/4/2013: Its been a few months and apparently Dave is still traveling and is still working on his Mac Laptop? It's as if this book was an April fools joke (came out 2 days before April 1st, 2013) and the authors are giving their book 5 star reviews. Anyways, the 6th edition of the SuperBible came out recently, and the source code for that book is also not available at release. Don't worry, I haven't wasted any money on it yet. It has some of the same authors and the same publisher, so this laziness will probably carry over to it as well. Anyone who wants an actual way to learn modern OpenGL should just check out [...] and [...] The code examples work right out of the box. The second tutorial is really a free book (there is a PDF in the code example ZIP you can print out). If you still want to buy an actual book, the best option seems to be the 5th edition of the SuperBible. The code examples seem to compile based on what I obtained from their website. If the 6th edition crew's alarm clock goes off soon, maybe it will become useful as well.

Update 8/13/2013: Well, the 6th edition of the SuperBible is so amazing. The source code was released a few days ago, and the book came today. All the examples build in Visual Studio 10, and run without issues. Very impressive, unlike this book.

Update 8/31/2013: So after reading some chapters in the latest SuperBible, I've decided to start using this book as supplemental reading. It now has earned two stars since the content is fairly informative. Just a shame there is still no change to their website after this many months.
7 von 7 Kunden fanden die folgende Rezension hilfreich
2.0 von 5 Sternen Buy it because you have to 4. Januar 2014
Von Stephen P Spackman - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Verifizierter Kauf
This book shows startling disrespect for the reader. Nobody seems to have proofread it before sending it for printing; most pages contain typos or bizarre malapropisms, the maths is often wrong, and much of the code is either obviously broken or somehow at odds with the exposition. Important insights are, at random, missing; I can't, for example, find any explanation of what a vertex array object is or why you need one (and that's the first step of the first example in the first chapter). The index, while not short, is missing almost everything I looked for, and that's a big problem, too, since the order of presentation is an uncomfortable compromise between quick start and deep dive. But they know you're going to buy it, because it's *the* book.

That said, it does contain a lot of useful information, and it occupies the useful middle ground between reading tedious and generally opaque manual pages and reading tedious and largely irrelevant tutorials. And, yes, it does integrate the material about shaders, knowledge of which is no longer optional.

But wow, for an official publication detailing an essential technology, I certainly wish it were less frustrating.
6 von 7 Kunden fanden die folgende Rezension hilfreich
2.0 von 5 Sternen Unreliable math and code, poor writing 27. September 2013
Von Enota Z Napako - Veröffentlicht auf Amazon.com
Format:Taschenbuch
Errors are in math and code too, not just the grammatical types that were already mentioned by others.

I am just getting started with this version and noticed: wrong matrix orders for shaders (4 times on p233, 234) ; wrong matrix contents - X-rotation with 5 rows, Y-rotation inconsistent (compare p. 226 to p. 833), orthographic projection still includes z-flip (3rd column) even though the book is left-handed now (but it won't work for a right-handed camera either because they "fixed" the 4th column).

I see no errata list or contact address on the web site.
Contacting them doesn't help anyway: I sent a code correction years ago and they just retained incorrect code until the example was removed several editions later. It seems they are not interested in checking or testing anything.

It does earn 2 stars for providing a (crude) reference on a recent OpenGL version, without deprecated calls.
9 von 12 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Better then previous version 18. April 2013
Von Juraj Muránsky - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Verifizierter Kauf
Alright. So I bought this book (actually I preordered it somewhere about 10th of january LAST YEAR (2012) ) and it finally got to me.
First hopes were - please let it be different than previous version (where it was difficult to build program without deprecated functionality). I started reading it and was pretty happy that it did not suffer from this.
After reading first 6 chapters, chapter 9 and chapter 10 I have to say - OK, everything is organized and the book indeed IS REFERENCE GUIDE and not tutorial. But that is still alright, because every chapter starts with basic things and explains them simply. Than it starts to get complicated, as the more advanced features are discussed. When I was reading the chapters sequentially, I alwais had a problem with understanding the end of chapter. But after reading another chapter (and slowly getting to referenced parts - some topics jump between chapters - some does jump a lot), it became a little clearer to me.
Overall this book explained in the end most of the topics I needed (with very little gaps!) and I was able to build advanced example program (assignment outside of this book) by combining the techniques I read from this book.

Ok now for the negatives - I am disapointed, that the webpage still does not have any sourcecode on the webpage. They promised on the site, that they will fix this in a metter of days. The webpage (according to returned headers) did not change in anyway for almost month now.
Another problem I discovered are the helper libraries (3rd party) which they mentioned for operating with matrices and vectors on the client (CPU, aplication). I found just 1 library with that name and I wasn`t able to get all the capabilities which they use in the examples. But basicly - this whole library is not a part of opengl and can be substituted (or even ommited) and everything will still work (maybe you would just need to read further book to understand what these libraries does - as it IS thoroughly explained in the book).
Also chapter with tesselation is very short and not explained to the details (for example - I had to google out why would anyone use tesselation shaders instead of geometry shaders (which I felt were superset of tesselation shaders) - which were for me far more intuitive) - and I had some troubles understanding how to use them...

Overall - I have this book for about 2 weeks and I already covered and understood about 300 pages including some advanced and new staff. But I had an advantage, that I studied this subject before (in school, previous redbook and superbible). Still I can say that this one is the best source on new opengl functionality I ever had my hands on....
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