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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 (Englisch) Taschenbuch – 20. März 2013

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  • OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3
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  • OpenGL Superbible: Comprehensive Tutorial and Reference (Sams Teach Yourself -- Hours)
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Produktinformation

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"

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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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.
Kommentar 2 Personen fanden diese Informationen hilfreich. War diese Rezension für Sie hilfreich? Ja Nein Feedback senden...
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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!
Kommentar 7 Personen fanden diese Informationen hilfreich. War diese Rezension für Sie hilfreich? Ja Nein Feedback senden...
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Die hilfreichsten Kundenrezensionen auf Amazon.com (beta) (Kann Kundenrezensionen aus dem "Early Reviewer Rewards"-Programm beinhalten)

Amazon.com: 3.6 von 5 Sternen 49 Rezensionen
52 von 53 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.
1 von 1 Kunden fanden die folgende Rezension hilfreich
3.0 von 5 Sternen Badly needs editors. 31. Mai 2016
Von Amazon Customer - Veröffentlicht auf Amazon.com
Format: Taschenbuch Verifizierter Kauf
I'll start by saying that this book has a lot of useful information. It is however in rather desperate need of a team of editors. I'm not good enough at 3D stuff yet to be able to critique the math, but there are loads of typos and even incorrect references to other parts of the text. The information it presents is also in an entirely inconvenient order. Many times you'll be reading along and feeling like you are missing something only to eventually come across a line like "don't worry, we'll talk in more detail about XYZ later." If I need that knowledge to not feel lost where I am, shouldn't it be in the book before I got here?
2 von 2 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen an overview and reference 27. Mai 2016
Von jeybee - Veröffentlicht auf Amazon.com
Format: Taschenbuch Verifizierter Kauf
More of an overview and reference than a tutorial. If you want a tutorial, get your hands dirty with Anton's OpenGL (free online). If you are a beginner, I would only recommend you plowing through this book if you need the vocabulary. You are going to be lost without some graphics engine architecture. If you already know the concepts for the most part, seeing it again here isn't going to improve your understanding, but you will be stuck on things you haven't seen before, so again will be of little help. The provided code looks like it was pulled from the previous version, is missing some chapters. You should try to find the SDL conversions to run in VS. The best this books does is to help you form a cohesion on what is going on, which earns back a star. Overall, slightly disappointed, however it is fine as a pass through to your furthur studies and a prelude to the blue book.
1.0 von 5 Sternen Flaming pile of garbage 23. September 2016
Von Max Thompson - Veröffentlicht auf Amazon.com
Format: Taschenbuch Verifizierter Kauf
This book might be good for a reference if you already know a lot about OpenGL, but for someone new to it, it's plain awful. There's long expositions between bits of code that have little or nothing to do with the code at hand. The authors just reproduce API calls throughout the chapters without explaining anything useful about them.

Take the first few chapters, for instance. You get to see the most basic program possible, then you take a chapter long diatribe on shaders, which goes overkill since you don't even know how to draw a vertex yet. Then, when it comes back (in chapter three!) to finally start talking about drawing, they just throw a bunch of API documentation at you, instead of showing either a full program or snippets that would be useful.

The source code is a pile of crap, too. Instead of putting everything a user would want to see into each sample program, they abstracted a ton of setup into their own code, which is awful to read. For example, who creates the main() function inside of a macro? Well, these morons do. Oh, and it doesn't even compile on Linux without writing your own Makefiles and fixing problems throughout the code. Save yourself from this flaming pile of garbage.
2 von 2 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Good book, but rife with spelling errors 14. Juni 2013
Von M. Pasamonik - Veröffentlicht auf Amazon.com
Format: Taschenbuch Verifizierter Kauf
As far as OpenGL books go, this one does an excellent job of explaining the API in a sensible order. I am also happy to report that the content of the book is much improved over the 7th edition, which was a confused mix of OpenGL 2.1- and 3.3+.

The book assumes you are already proficient with C/C++ and have a basic understanding of linear algebra and computer graphics. If you are a beginner programmer that would like to do graphical programming, do NOT get this book. It will be way over your head and you will be disappointed. There are simpler alternatives - SDL and the likes. Again, the target demographic for this book is intermediate to experienced programmers.

I would have given this book five stars, but the Kindle edition is rife with spelling and grammatical errors, even in the code examples! The spelling errors in the code examples make certain examples difficult to understand, especially when variable names change midway through the code. Not cool, guys (authors). Don't include code snippets that would generate compile time errors.
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