OpenGL SuperBible Comprehensive Tutorial and Reference

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  • Edition: 6th
  • Format: Paperback
  • Copyright: 2013-07-21
  • Publisher: Addison-Wesley Professional
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Supplemental Materials

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  • The eBook copy of this book is not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.


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.

Author Biography

Graham Sellers (Oviedo, FL), co-author of "OpenGL Programming Guide 8e," is a Senior Manager of Software Development and the architect for the OpenGL driver at AMD. He leads a team of OpenGL software developers working on AMDs OpenGL drivers, represents AMD at the ARB, has authored many OpenGL extensions, and contributed to all OpenGL specifications since version 3.2.

Table of Contents

1. Introduction
2. OpenGL
2.1. Introduction to OpenGL
2.2. Evolution of Graphics Hardware
2.3. Modern OpenGL
2.4. How to build samples
2.4.1. Windows with Visual Studio Express
2.4.2. On Mac with XCode
2.4.3. On Linux with ???
3. Graphics Hardware
3.1. Shader stages
3.1.1. Vertex Shaders
3.1.2. Fragment Shaders
3.1.3. Geometry Shaders
3.1.4. Tessellation Shaders - Control and Evaluation
3.1.5. OpenGL 4.3 Topic
3.2. The framebuffer
3.3. Vertex attributes
3.4. Uniforms
3.5. Buffers and data flow
3.6. Textures and images
4. Basic Rendering
4.1. Primitives (points, lines, triangles)
4.2. Interpolation
4.3. Depth buffer + depth testing
4.4. Stencil buffer
4.5. View frustum, back-face culling
4.6. Basic Texture (point sprites)
5. 3D Math
5.1. Basic transformation matrices
5.2. Perspective transformations
5.3. The camera model
6. Shader Deep Dive (GLSL Crash Course)
6.1. Language overview
6.2. Operators
6.3. Built-in functions
7. Advanced Rendering
7.1. Indexed and non-indexed draws
7.2. Instancing
7.3. Indirect draws
7.4. Transform feedback
7.5. Tessellation
8. Advanced Texturing
8.1. Mipmaps + filtering modes
8.2. Array textures, cube maps, 3D textures
8.3. Texel fetch, gather, Lod, Grad, Proj and anisotropy
8.4. Buffer textures
8.5. OpenGL 4.3 Topic
8.6. Image loads, stores and atomics
9. Framebuffer Objects
9.1. Multiple framebuffer attachments
9.2. OpenGL 4.3 Topic
9.3. Layered rendering + rendering to cube maps
9.4. Sample rate shading, antialiasing and custom resolves
10. Information about the pipeline
10.1. Queries
10.1.1. Timer queries
10.1.2. Occlusion queries
10.1.3. Transform feedback queries
11. Appendix A - OpenGL Extensions
11.1. The OpenGL Debug Context
11.2. Selection of ARB extensions that are not part of core (TBD)
12. Appendix A - Platform Specifics
12.1. OpenGL on Windows
12.2. OpenGL on Linux
12.3. OpenGL on Mac
13. Appendix C - OpenGL-ES
13.1. OpenGL-ES on iOS
13.2. OpenGL-ES on Android
14. Appendix D - OpenGL Manual Pages
15. Appendix E - GLSL Manual Pages
Facts / Background

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