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Programming
I've recently been reading a bunch of software engineering books in an attempt to improve my skills. This is no mean feat, as I'm already the best programmer in my company. Code Complete is absolutely the best book I've ever seen on the subject. It is a must read for everyone who wants to program. I would make it required reading for all students and computer professionals. It's very readable, and if you follow it's advice it will change your life.

wade@wademan.com


 

 

 

The OpenGL Programming Guide 2nd Edition
The Official Guide to Learning
OpenGL Version 1.1
The OpenGL Programming Guide, Second Edition, shows how to create graphics programs. Assuming users have a background in C programming, the book discusses the architecture and functions of OpenGL, Version 1.1.

The second edition contains the following additions and improvements:

coverage of the new features of OpenGL, Version 1.1, including all texturing changes, vertex arrays, polygon offset, and RGBA logical operations
the incorporation of the OpenGL Utility Toolkit, GLUT, in all programming examples
an overview of the OpenGL rendering pipeline and state machine
enhanced coverage of polygon tessellation, quadric surfaces, pixel operations, and error handling
more performance tips
a greatly expanded index
Mason Woo, Jackie Neider and Tom Davis
ISBN 0-201-46138-2
paperback, 688 pages
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Source code,


OpenGL Reference Manual 2nd edition
 

The OpenGL Reference Manual, Second Edition, documents all OpenGL functions, including brand new features recently approved by the OpenGL Architecture Review Board (ARB) for inclusion in OpenGL, Version 1.1.

Each reference page fully describes:

C specifications
Relevant parameters
The effects of functions
Possible errors generated by functions
Associated effects

Reference pages for the OpenGL Utility Library (GLU) and the OpenGL extension to the X Window System (GLX) are included in this manual.

ISBN 0-201-46140-4
paperback, 464 pages
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Programming OpenGL for the X Window System
 

This practical guide shows X programmers how to construct working 3D applications using OpenGL and how to tightly integrate OpenGL applications with the X Window System. It uses the OpenGL Utility Toolkit (GLUT) to show how OpenGL programs can be constructed quickly and explores OpenGL features using examples written with GLUT. This book also:

explains the GLX model for integrating OpenGL and Xlib
shows how to use OpenGL with Motif and other widget sets
discusses the latest OpenGL standards: OpenGL 1.1, GLX 1.2, and GLU 1.2
covers advanced topics such as alternative input devices and overlays
includes valuable information for ensuring OpenGL portability and interoperability
provides pointers for performance tuning

Each chapter contains source code demonstrating the techniques described. Source code for all the examples provided, and for the GLUT library itself, are available for downloading via the Internet.

Intended for C programmers familiar with the Xlib and/or Motif programming interfaces. No previous OpenGL knowledge is required.

Addison-Wesley
576 pages
ISBN: 0-201-48359-9
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Author's Web page
Sample code
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OpenGL Programming for Windows 95 and Windows NT
The licensing of OpenGL to many leading computer companies, including Microsoft, has made it possible for graphics programmers to learn to write stunning 3D graphics programs using the industry graphics standard on the world's most popular operating system. Using numerous examples, Microsoft's Visual C++ programming platform, the C++ programming language, and the Microsoft Foundation Classes, Fosner starts with a generic C application that can be compiled from any 32-bit C compiler and, step by step, covers the basics of creating an OpenGL program:
Selecting the appropriate pixel format
Arranging the device context and rendering contexts
Enhancing OpenGL programs to achieve maximum speed
Using display lists and texture maps
Finding OpenGL enhancements hidden in your video driver
Programming OpenGL's Modelview matrix to get the effects you want
Providing rapid animation under Windows -- without bogging down the user interface.
Ron Fosner
ISBN 0-201-40709-4,
Book/CD, 288 pages
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Interactive Computer Graphics
A Top-Down Approach with OpenGL
by Edward Angel
ISBN: 0-201-85571-2
550 pages, Hardcover,
1997

Author web page

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OpenGL SuperBible
Richard S. Wright, Jr.
Michael Sweet

900 pages
ISBN: 1-57169-073-5
Disk Media: CD-ROM: 1 Windows
Level: Intermediate-Advanced
Platform: Windows
Category: Programming/ OpenGL 

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3D Graphics Programming with OpenGL
Clayton Walnum
ISBN: 0789702770
Que
June 1995

Web Page

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OpenGL Geometry
OpenGL + Advanced Geometry
Open Geometry is a bookware that tries to link theory and practice of geometric programming.
The programming is done in C++. The attached software provides a Graphics library (including essential parts of the source code). This library is based on OpenGL, expanding the elementary routines considerably. Thus the user is able to realize direct geometrical thinking without having to care much about i mplementations. The idea is to write system-independent and readable graphics programs. Besides the code for the powerful geometric library, the attached CD contains C++ source code for dozens of sample programs. Additionally, the CD contains executables for a large number of platforms.

Summary: Open Geometry

makes elementary and advanced geometric programming easy.
fully supports OpenGL Standard (z-buffering, smooth shading, texture mapping etc.).
offers an advanced geometry library, with emphasis on Kinematics and Differential Geometry.
supports features like object-generation by means of sweeping or Boolean operations
by Georg Glaeser, Hellmuth Stachel
Paperback - 360 pages (December 1998)
Springer Verlag; ISBN: 0387985999
Includes CD-ROM
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