|OpenGL Programming Guide (Seventh Edition) &amp;amp;amp;amp;amp;amp;ndash; The Official Guide to Learning OpenGL, Versions 3.0 and 3.1|
|author||Dave Shreiner, The Khronos OpenGL ARB Working Group|
|summary||The Red Book remains the authoritative guide to OpenGL.|
The first chapter gives a brief introduction to the basic concepts of OpenGL and describes the rendering pipeline model used in the API. GLUT, a cross-platform library that allows easily creating OpenGL applications, is also shortly discussed together with a program that shows GLUT in action. The following chapters proceed to explain the basic geometric primitives, such as lines and polygons, supported by OpenGL and how to render them in different positions and from different viewpoints using the various OpenGL matrix stacks. Also the basics of using colors, lighting, framebuffer blending, and fog are discussed.
Chapter seven contains a description of display lists, a unique and with OpenGL 3.1 deprecated feature of OpenGL that allows to store OpenGL API calls for efficient multiple uses later on in a program. Chapter eight then moves on to discuss what an image is for OpenGL, and most notably covers pixel buffer objects, a somewhat recent addition to OpenGL. The discussion of images in chapter eight brings us straight to chapter nine on texture mapping, one of the largest and arguably most important chapters in the book. Everything you need to know about textures is discussed, from specifying texture images in uncompressed and compressed form to applying textures to triangles using the various kinds of supported texture filters. Also depth textures and their application in the form of shadow maps and – new in the seventh edition – floating-point textures and texture arrays added in OpenGL 3.0 are presented.
In chapter ten the authors discuss the buffers that make up the framebuffer, such as the color buffer, depth buffer, and stencil buffer. This chapter summarizes some of the things already presented in the earlier chapters and then describes the various framebuffer operations in more detail. Chapter eleven and twelve are on the tools provided by GLU, the GL utility library, in particular tesselators, quadrics, evaluators, and NURBs. GLU is nowadays rarely ever used in production code, so these chapters mostly demonstrate just how complete the Red Book is in its coverage of OpenGL. This also applies to chapter thirteen on selection and feedback, which are rarely used features, mostly because of the lack of hardware acceleration in today's GPUs.
Finally, chapter fourteen is a collection of topics that didn't fit into the other chapters, such as error handling and the OpenGL extension mechanism. Additionally, this chapter presents various higher level techniques and tricks, for example how to implement a simple fade effect, how to render antialiased text, and some examples of using the stencil buffer. The final chapter of the book is a discussion of the OpenGL Shading Language (GLSL, for short). In the seventh edition this chapter has been updated to version 1.30 and 1.40 of GLSL, as required by OpenGL 3.0 and 3.1, respectively. Even though the OpenGL API functions required to use GLSL are presented, this is only a rough overview of how programmable shaders are used in OpenGL. For a more detailed description of GLSL the reader is referred to the book "OpenGL Shading Language. Third Edition" also called the Orange Book.
The book closes with quite a few appendices on the order of operations in the OpenGL rendering pipeline, the state variables that can be queried, the interaction of OpenGL with the operating system-specific windowing systems, a brief discussion of homogeneous coordinates as used in OpenGL, and some programming tips. Also a reference of the built-in GLSL variables and functions is included.
The book contains a large number of images and diagrams, all of them in black and white except for 32 color plates in the middle of the book. The illustrations are of high quality and generally help make the explained concepts and techniques easier to understand. Most of the color plates depict spheres, teapots, and other simple geometric objects, so they aren't overly eye-catching but do serve their purpose of showing what can be achieved with OpenGL.
With OpenGL 3.1 deprecating many older API features of OpenGL in favor of more modern alternatives, the seventh edition of the Red Book seems to have a bit of a split personality at times. If you're only interested in functionality not deprecated in 3.1 you can skip entire chapters, such as the chapter on display lists or fixed-function lighting. Of course, the knowledge of matrix stacks and how to use transformations is still relevant, but the corresponding OpenGL functions have been deprecated in favor of doing all the transformation math in the vertex shader or, what most people have been doing anyway, using your own matrix structures/classes on the CPU. The situation is similar for many of the other deprecated features (such as fixed-function lighting, color index mode, immediate mode, ...) that are still described in the book. I think the time is right to combine the Red Book with the Orange Book, removing any discussion of deprecated features, to have a book that focuses solely on the modern approach to graphics programming, which is mostly based on shaders. I can only hope such an OpenGL 3.1-only focused book will see the light of day soon.
All in all, the Red Book remains the definitive guide to OpenGL. Apart from being a good introduction, it also contains many interesting tips and tricks that make the experienced OpenGL programmer come back to it often. If you've read through the Red Book and the Orange Book in their entirety you pretty much know everything there is to know about OpenGL.
The author has been involved in real-time graphics programming for more than 10 years and works as a professional game developer for High Moon Studios in sunny California.
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