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    GraphicsAcademy.com  >  Glossary  >  OpenGL

       

    OpenGL

    OpenGL is a graphics programming interface developed by Silicon Graphics for drawing 3D graphics in way that is intended to be independent of the type of computer or graphics adapter.

    OpenGL is available for many computer types including Microsoft Windows, Apple Macintosh, UNIX computers and more.



       



    Related Books:
    • Advanced Graphics Programming Using OpenGL (The Morgan Kaufmann Series in Computer Graphics)

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      Advanced Graphics Programming Using OpenGL (The Morgan Kaufmann Series in Computer Graphics)
       
        
      By Tom McReynolds

      Morgan Kaufmann
      Hardcover (672 pages)

      Product Description:
      Today truly useful and interactive graphics are available on affordable computers. While hardware progress has been impressive, widespread gains in software expertise have come more slowly. Information about advanced techniques-beyond those learned in introductory computer graphics texts-is not as easy to come by as inexpensive hardware.

      This book brings the graphics programmer beyond the basics and introduces them to advanced knowledge that is hard to obtain outside of an intensive CG work environment. The book is about graphics techniques-those that don't require esoteric hardware or custom graphics libraries-that are written in a comprehensive style and do useful things. It covers graphics that are not covered well in your old graphics textbook. But it also goes further, teaching you how to apply those techniques in real world applications, filling real world needs.

      * Emphasizes the algorithmic side of computer graphics, with a practical application focus, and provides usable techniques for real world problems.
      * Serves as an introduction to the techniques that are hard to obtain outside of an intensive computer graphics work environment.
      * Sophisticated and novel programming techniques are implemented in C using the OpenGL library, including coverage of color and lighting; texture mapping; blending and compositing; antialiasing; image processing; special effects; natural phenomena; artistic and non-photorealistic techniques, and many others.
      * Code fragments are used in the book, and full blown example programs for virtually every algorithm are available at www.mkp.com/opengl

      List Price: $89.95*
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    • OpenGL SuperBible (3rd Edition)

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      OpenGL SuperBible (3rd Edition)
       
        
      By Richard S Wright

      Sams
      Paperback (1200 pages)

      Product Description:

      In a world where everything from how we take pictures to how we get our food is designed to happen as quickly and easily as possible, it can take a lot longer to learn how to make it all work behind the scenes. Theories and concepts can weigh you down when all you really want to know is how to create, design and go. That's where OpenGL SuperBible comes in. Complete with supporting figures and a CD packed with free tools, demos and libraries, OpenGL SuperBible simplifies 3D programming concepts without wasting your time with programming theory. Mac and Windows users will both find this comprehensive hands-on guide helpful as you learn to program for games, visualization applications and multi-platforms. This is the ultimate resource for any new programmer.



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    • OpenGL® Reference Manual: The Official Reference Document to OpenGL, Version 1.4 (4th Edition)

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      OpenGL® Reference Manual: The Official Reference Document to OpenGL, Version 1.4 (4th Edition)
       
        
      By OpenGL Architecture Review Board

      Addison-Wesley Professional
      Paperback (784 pages)

      Product Description:

      The Official Reference Document to OpenGL, Version 1.4

      OpenGL is a powerful software interface used to produce high-quality computer-generated images and interactive graphics applications by rendering 2D and 3D geometric objects, bitmaps, and color images.

      Officially sanctioned by the OpenGL Architecture Review Board (ARB), The OpenGL® Reference Manual, Fourth Edition, is the comprehensive and definitive documentation of all core OpenGL functions. This fourth edition has been completely revised and updated for OpenGL Versions 1.3 and 1.4.

      It features coverage of cube-mapped textures, multisampling, depth textures and shadowing, multitexturing, and register combiners. In addition, this book documents all OpenGL Utility Library functions (GLU 1.3) and the OpenGL extension to the X Window System (GLX 1.3).

      A comprehensive reference section documents each set of related OpenGL commands. Each reference page contains:

      • A description of the command's parameters
      • The command's effect on rendering and how OpenGL's state is modified
      • Examples
      • References to related functions
      • Errors generated by each function

      This book also includes a conceptual overview of OpenGL, a summary of commands and routines, a chapter on defined constants and associated commands, and descriptions of the multitexturing and imaging subset ARB extensions.

      The OpenGL Technical Library provides tutorial and reference books for OpenGL.

      The Library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the Architecture Review Board (ARB), an industry consortium responsible for guiding the evolution of OpenGL and related technologies. The OpenGL ARB is composed of leaders in the computer graphics industry: 3Dlabs, Apple, ATI, Dell, Evans & Sutherland, Hewlett-Packard, IBM, Intel, Matrox, NVIDIA, SGI, and Sun Microsystems.



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