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OpenGL SuperBible: Comprehensive Tutorial and Reference (Anglais) Broché – 21 juillet 2013

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Description du produit

Présentation de l'éditeur

OpenGL® SuperBible, Sixth Edition, is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 4.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the newest API and indispensable related concepts. You’ll find up-to-date, hands-on guidance for all facets of modern OpenGL development on both desktop and mobile platforms, including transformations, texture mapping, shaders, buffers, geometry management, and much more.

 

Extensively revised, this edition presents many new OpenGL 4.3 features, including compute shaders, texture views, indirect draws, and enhanced API debugging. It has been reorganized to focus more tightly on the API, to cover the entire pipeline earlier, and to help you thoroughly understand the interactions between OpenGL and graphics hardware.

 

Coverage includes

  • A practical introduction to the essentials of realtime 3D graphics
  • Core OpenGL 4.3 techniques for rendering, transformations, and texturing
  • Foundational math for creating interesting 3D graphics with OpenGL
  • Writing your own shaders, with examples to get you started
  • Cross-platform OpenGL, including essential platform-specific API initialization material for Linux, OS X, and Windows
  • Vertex processing, drawing commands, primitive processing, fragments, and framebuffers
  • Using compute shaders to harness today’s graphics cards for more than graphics
  • Monitoring and controlling the OpenGL graphics pipeline
  • Advanced rendering: light simulation, artistic and non-photo-realistic rendering, and deferred shading
  • Modern OpenGL debugging and performance optimization

Bonus material and sample code are available from the companion Web site, openglsuperbible.com.

Biographie de l'auteur

Graham Sellers is a senior manager and software architect on the OpenGL driver team at AMD. He represents AMD at the ARB and has contributed to many extensions and to the core OpenGL Specification. He holds several patents in the fields of computer graphics and image processing.

 

Richard S. Wright, Jr., senior software engineer for Software Bisque, develops multimedia astronomy and planetarium software using OpenGL. He has written many OpenGL-based games, scientific/medical applications, database visualization tools, and educational programs. He has taught OpenGL programming at Full Sail University’s game design degree program for over a decade.

 

Nicholas Haemel, senior manager of Tegra OpenGL driver development at NVIDIA, leads a development team working on NVIDIA mobile graphics drivers, represents NVIDIA at the Khronos Group standards body, has authored many OpenGL extensions, and contributed to all OpenGL specifications since version 3.0.

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Format: Broché Achat vérifié
Very good book. It explain Opengl step by step and is very easy to inderstand. The author gave some code to help focus on the Opengl features but it did not work for me. I had to set up the whole framework.
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Excellent book. This is really the book everyone must have.
I'd appreciate that for next editions, we have examples and tutorials using Python.
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Amazon.com: 3.7 étoiles sur 5 43 commentaires
33 internautes sur 34 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 Excellent Introduction to OpenGL, No Apple Support (for good reason) 2 août 2015
Par BookHoarder - Publié sur Amazon.com
Format: Broché Achat vérifié
I own every edition of this excellent book. One significant change in this edition that readers should be aware of is the complete abandonment of OpenGL on Apple's platform. From the preface of the book: "Gone is official support for the Apple Mac platform. Almost all of the new content in this edition requires features introduced with OpenGL 4.4 or 4.5, or recent OpenGL extensions -- none of which were supported by OS X at the time of writing. There is no expectation that Apple will further invest in its OpenGL implementation, so we encourage our readers to move away from the platform."

To be fair, the current state of OpenGL on the Mac is poor. Mavericks supports OpenGL 4.1, which is now 5 years old (2010). Apple has announced that the future of graphics development on Apple devices will be "Metal", which is an Apple-proprietary low level hardware interface. This is an unfortunate development for those wanting to target multiple platforms, which is a primary motivation for using OpenGL.

If you want to develop for the Mac, you should pick up a previous edition of this excellent book, probably 6th or even 5th edition.

7th ed: OpenGL 4.5
6th ed: OpenGL 4.3
5th ed: OpenGL 3.3
4th ed: OpenGL 2.1
3rd ed: OpenGL 2.0 and 1.5
2nd ed: OpenGL 1.2, 1.1
37 internautes sur 38 ont trouvé ce commentaire utile 
3.0 étoiles sur 5 An Essential Book for Learning OpenGL, But ... 20 juin 2014
Par W. H. Niehoff - Publié sur Amazon.com
Format: Broché Achat vérifié
First, let me say that the reorganization of text and code embodied in the Sixth Edition of the OpenGL Superbible was a good move. Oh, I have a few gripes and grumbles relating to the reorganization (e.g., it seems like Chapter 5 will never end. It could be split, deferring pieces to later and appropriate contexts.) The reorganization of the sample code is a good step forward. There is less dependence on mysterious libraries. And, the essential support code has been reorganized into a more attractive “framework.”
Be prepared for a lot of emphasis on shader programming. Face up to it: It’s the nature of the modern beast. If you’re not ready for that, one suggestion is to start with an earlier edition – one that focuses on earlier versions of OpenGL, and then grow to love it.
Having gone through many (aborigines are said to have a ternary number system: 1, 2, many) editions of the Superbible, I find it necessary to keep a copy of a corresponding Redbook (OpenGL Programming Guide) edition handy. In that sense, I find the Superbible to be an essential learning aid. But …

It was indeed unfortunate to find that the current authors and publisher continued to follow the habits of previous authors and publishers of walking away from what I view as their responsibility to their readership:

1. Others have complained about the quality of the black and white illustrations. They were correct: the printing of screenshots is terrible. The majority of the current authors are experienced authors. (a) They should have avoided the problem. (b) The editor should have caught the problem before going to press. (c) The printer should have called attention to the problem before committing to a run.

2. There is no consistent way of tying a screenshot or a code listing to a project name in the source code provided as a download on the book’s web site. I made it a point to deduce, by one means or another, the project name from the text or code if the project name was not explicitly mentioned (which was the usual case). The authors could have provided an index in the download’s README file.

3. In the Preface, an author states, “We made a bunch of mistakes – we’re certain of it. … If you think you see something that doesn’t quite gel, check the book’s Web site for errata.” I’m writing this review in June 2014, almost a year after publication of the book. There are no errata on the web site. Moreover, there is no mechanism for submitting errata.

4. The code I downloaded (dated November 2013) built on Visual Studio 2010 successfully. All but a few projects executed without error. I found the distribution for VS 2010 available on GitHub to be useless: Apparently the last person to build it built it with VS 2013. I considered submitting an issue, but got discouraged when I saw that the last commits were made seven or eight months ago.

5. The book’s Appendix C describes two tools, ktxtool and dds2ktx, which it says is available in the source code. Not so.

6. I searched for but could not find an OpenGL Superbible forum. The best I could find was the general OpenGL forum. The last blog entry on the book’s web site is dated February 2014. Apparently the authors have better things to do.

In scoring a rating for this edition of the OpenGL Superbible, I started with five stars. After all, I consider it and the Redbook to be essential components to learning OpenGL. Then, because of the lousy illustrations and the authors’ neglect, I backed off two stars. A one-star deduction would not have been enough.

It occurs to me that all of the problems enumerated above could be resolved on the book’s web site. I would be glad to improve my rating if the authors (or even someone else) would step up to addressing them.
31 internautes sur 32 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 For Beginners 9 décembre 2013
Par R.E - Publié sur Amazon.com
Format: Broché Achat vérifié
The main issue I have with this book is the dependency to the sb6 library which is the author's wrapper library around OpenGL.

If the book were titled the SB6 Library superbible, It would have been ok but after reading the claims at the beginning of the book stating that this book is meant to go over the OpenGL library without jumping back and fourth I couldn't help but wonder why the authors chose to include their own library which defeats that purpose to some extent.

Granted the library simplifies things but that's not the purpose of a book. Since the target audience is already familiar with C++, there's no need to wrap the main() function for example, which I find unnecessary. This may be fine for the author but we all have different styles of coding and it's not the author's place to force a framework in order to explain how the OpenGL pipeline works.

This is a book about OpenGL and the code should run out of the box with dependencies to OpenGL, GLUT and GLFW being acceptable. If the authors chose to develop a wrapper library, the library should be part of the text as an illustration to how things are put together. Also what would be more acceptable is if the sb6 library's cpp source code was available to view instead of distributing a black box which may confuse the reader.

Also when adding shader code, the authors fail to mention the appropriate code updates to the rendering functions which can be a bit inconvenient. Also failure to delete compiled shaders in one of the examples shoud be avoided.

The OpenGL pipeline is getting more and more complex and I can see the appeal in simplifying it by making it more accessible but writing a book about a library and forcing a black box framework is unacceptable. This book does explain things well I must admit but for experienced C++ and OpenGL users, I recommend the Red Book for a more thorough read and detailed reference.
2 internautes sur 2 ont trouvé ce commentaire utile 
3.0 étoiles sur 5 no tutorial or guide qualification 6 janvier 2017
Par xxx - Publié sur Amazon.com
Format: Broché Achat vérifié
Sad to see so many authors with strong professional skills but no teaching talent. I've got "OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V (9th Edition)" OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V (9th Edition), "OpenGL 4 Shading Language Cookbook - Second Edition" OpenGL 4 Shading Language Cookbook - Second Edition, and "OpenGL Superbible: Comprehensive Tutorial and Reference (7th Edition) 7th Edition" OpenGL Superbible: Comprehensive Tutorial and Reference (7th Edition) but those books are far away from tutorial or guide qualification.
Fortunately, there is help around the web. Try "ogldev.atspace.co.uk". You get there step by step all you need from starting with a bare bone fully functional main OpenGL program, doing nothing else but opening an empty window:
#include <GL/freeglut.h>
static void RenderSceneCB() {
glClear(GL_COLOR_BUFFER_BIT);
glutSwapBuffers();
}
static void InitializeGlutCallbacks() {
glutDisplayFunc(RenderSceneCB);
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA);
glutInitWindowSize(1024, 768);
glutInitWindowPosition(100, 100);
glutCreateWindow("Tutorial 01");
InitializeGlutCallbacks();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glutMainLoop();
return 0;
}
Now one by one all the GLSL nuts and bolts are added in place, with full code and detailed explanations. I would highly recommend the books that I acquired to go in parallel with this website.
Please let me know if you get your hands on some other useful resources that qualifies as guide or tutorial.
All The Best
Adi
10 internautes sur 10 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Well organized, thorough, and readable 30 octobre 2013
Par Najati Imam - Publié sur Amazon.com
Format: Broché Achat vérifié
This book has been a critical part of me getting started with OpenGL. I had a general understanding of 3D graphics and limited experience with Direct3D, but it had been a while and I found OpenGL to be fairly intimidating, especially since immediate mode was deprecated. OpenGL SuperBible has gotten me past the intimidation and initial hurdles in pretty short order. There's a lot to OpenGL, but the book presents it plainly and clearly. The tone is clear above all else. It's light and personal, but not super familiar or cheeky - it strikes a good balance.

The clear introduction to the pipeline and the lucid and well-explained code examples have gotten me going far faster than I would have expected. After reading Part I of the book I'm familiar enough with the basics that I'm already working on my project in earnest and reading the rest of the book either as reference and as I have time. The writing continues to be clear and the figures are really clear on the Kindle, both on phone and tablet. The code samples can be a little difficult on a narrow screen, but that's just the nature of reading code on a phone.

I think anyone entering the OpenGL world should be warned that it (OpenGL) is a bit of a mess, especially if you're trying to target multiple platforms and be reasonably backwards compatible. This book is about a particular version of OpenGL and, as it's not intended as a history lesson, doesn't do a tremendous amount to be clear about the differences between versions. It'll take some independent work on the reader's part to come to understand which version of GL suites their purposes best and then a bit more work to understand what parts of the book don't apply to that version. Having said that, I am targeting OpenGL 3.2/GLSL 1.50 and have had no trouble applying my new understanding and only a couple hiccups using the bits of the code I've copied.

On that note, I tend to write my samples from scratch when learning a technology so I end up copy-pasting pieces of the samples and not just using them whole hog. Given this style, the code download works well. I haven't tried to build the samples.

Overall, complaints about difficultly with the code samples on certain platforms and difficulties with color figures in a black and white book (which is acknowledged by the author) seem pretty insignificant when compared with the clarity of the writing, the organization of the content, and the availability of a code download. Highly recommended.
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