OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 (Anglais) Broché – 20 mars 2013
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“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® 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
Biographie de l'auteur
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® 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® Shading Language Guide, and chairs the OpenGL Shading Language technical subgroup.
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Le problème de ce livre, c'est qu'il ne parvient pas à dompter cette complexité, et à la rendre de manière progressive et digeste. Son titre, "The Official Guide to Learning OpenGL", est une fausse promesse, un mensonge éhonté. Contrairement à ce que le livre réitère en introduction, il sera difficile à un novice ne connaissant que le "C" de suivre ce livre, ne serait-ce qu'à cause de sa structure: l'explication de la géométrie projective arrive au chapitre 5, soit bien après l'introduction des shaders, qui lui se fait au chapitre 2, histoire de bien faire passer le message que les shaders sont centraux depuis OpenGL 3. Pourtant tous ces concepts sont utilisés sans explication bien avant l'arrivée du chapitre 5, qui d'ailleurs n'est indiqué nulle part dans le bouquin comme point d'entrée pour ceux ayant des lacunes dans le domaine.
Malheureusement, tout est à l'avenant. Trop souvent, les auteurs se reposent sur un concept qui est introduit plus tard dans le bouquin. Certaines fonctionnalités sont introduites sans expliquer quelle est leur utilité.Lire la suite ›
Il est cependant à noter que je ne pense pas que ce livre soit vraiment fait pour être lu de long en large en une seule session. De mon point de vue, il est utile lorsqu'on cherche des informations sur un sujet précis, auquel cas il suffit d'aller lire une partie du chapitre concerné. Le livre en lui même se veut en effet très complet, et non ludique.
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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.
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.
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.
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
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.