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Open GL Super Bible: The Complete Guide to OpenGL Programming for Windows NT and Windows 95 (MCP-Imprint Waite Group Press) (Englisch) Taschenbuch – 18. September 1996

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A comprehensive resource for OpenGL programming for Microsoft Windows NT and Windows 95. This reference starts with beginning topics like 3D drawing and coordinate transformation, and then advances into more complex topics and special effects like blending and surfaces based on analytical formulas.


The perfect API for learning 3D graphics programming!
I’m very grateful for the opportunity to say a few words about my book to Amazon.com customers. My goal when I started the book was to provide an easily digestible tutorial for learning how to do 3D graphics, using OpenGL. I first learned how to do 3D graphics programming by learning OpenGL. My strongest desire was to enable others to repeat this delightful experience, and perhaps make it even smoother for them than it was for me.

OpenGL is the perfect API for learning 3D graphics programming. It is clean and well documented. The functions all follow a consistent naming convention, and it takes an astonishingly small amount of code to simply describe a 3D object, shine a light on it, and move it around! Best of all, OpenGL does all the hard work for you – you don’t need to understand matrix math, linear algebra, or complex physics to start doing cool things right away with OpenGL. Knowing how to do these things, will certainly make you a more capable 3D programmer, but the point is that OpenGL will meet you where you are. Are you a beginner? OpenGL will hold your hand and lead the way. Are you an expert? OpenGL will set you free to create your masterpiece in code.

Since the book came out, I’ve had the privilege to contribute to the subsequent version of the OpenGL Specification (1.2). I’m looking forward to an exciting future ahead as OpenGL continues to grow in popularity on Windows and other hardware platforms and operating systems!



Format: Taschenbuch
The back cover of this book promises to teach you
how to "command the magic of OpenGL, the 3D graphics API that entertainment industry wizards use to create special effects such as the dinosaurs in 'Jurassic Park' and the liquid-metal
terminator in 'Terminator 2.'" The front cover promises that the book contains "Everything you need to know about Microsoft's implementation of OpenGL." This book falls short on both counts.

This book does very little to teach the reader about anything other than the most ordinary uses for OpenGL. Pages are devoted to issues such as 2D raster graphics, stipple patterns, and the wave/particle theory of light. (Do we really need to know this to use OpenGL? NO!) More important concepts, such as texture mapping, shadows, and alpha buffer effects are glossed over as if the reader was expected to already know them.

The poor coverage of important topics is complemented by poor coverage of important function calls. Many very useful function calls are not explained at all and in some cases the descriptions are erroneous. Also, the authors have written their own subroutines which are called from the sample programs but not explained anywhere in the text, leaving the reader wondering what magic must be performed by this hidden code.

To make matters worse, many of the illustrations in the book are black and white pictures of the color output of the sample programs. The resulting low-contrast images make it hard to figure out what point is being made by the illustrations.

The authors make an attempt to teach the reader the principles of 3D computer graphics, but fall short on this point also.
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Format: Taschenbuch
I've used the Opengl superbible to teach a computer graphics course, in the past. My conclusions are: beginner OpenGL programmers really like the examples and easy to understand applications of the many of the opengl functions. Game developers however will prefer the OpenGL Programming Guide. The WSU Virtual Worlds Student site has a theme called "3D space invaders" which received inspiration from the "battle zone game" in the Super Bible Book. Students were required to build a 3D game which allow movement of a camera, multiple control levels of a space ship, falling aliens, firing missiles, scores, and collision detection. The Super Bible more than adequately prepared students to meet the challenge of the project. Additionally, the Super Bible included source code examples for unix, microsoft compilers, and borland compilers. Email me if you need additional help in understanding concepts in the Super Bible, such as NURBS. The Opengl Programming Manual explains NURBS better. Two wish items: I wish the author would explain how to combine 3D Studio Max objects in OpenGL, and I wish the author would explain combining JPG texture maps onto surfaces.
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Format: Taschenbuch
As a relative newcomer to the field of 3d graphics programming, I was naturally concerned about finding
an introductory text which would provide a complete introduction to OpenGL. My experience teaching myself "C" (admittedly some time ago) has instilled in me a sort of paranoia about supposedly "introductory" texts assuming
unreasonable levels of knowledge on the part of the reader.

The OpenGL Superbible turned out to be a very pleasent suprise, however. Beginning with a concise explanation of basic 3d theories, it then moves directly into the practical side of 3d programming, reinforcing with constant examples, and never outdistancing the reader. The only knowledge assumptions which are made are with regard to basic Win32 windows management (and of course C/C++ programming experience), leaving nothing else to chance.

The included CD contains sourcecode (with both Borland and Microsoft versions, where appropriate) as well as the necissary DLLs to get started right away.

I highly recommend this book to anyone new to OpenGL, it will provide you with an enjoyable and thorough preparation for solving complex problems with OpenGL.
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Its not as bad as some of the reviews above let you believe. I myself came from a Direct3D background and needed to know about openGL for some projects at work. It doesn't cover any of the mathematics of 3D programming as some of the above articles complain - but there is no way you will please everyone. The book is not a superbible. It has a reasonable reference manual and is easily readable and explains its subject well. Personally I would like to have seen a bit more on hardware acceleration (being a superbible and all that). I am happy with the book, and if you're in a similar situation to mine - go for it. The CD is crap I am afraid to say. It does have the source-code of all the examples and some standard stuff of the openGL people. It is worth mentioning that the book treats Borland/Inprise compilers with respect and provides support even for Delphi (in the form of an OCX). Hope this is of some help.
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