In the spring of 2001, we finished writing OpenGL Game Programming. Although the
book didn’t cover everything we had initially planned, we hoped that it would benefit
people learning to program games with OpenGL. The ensuing years have seen that
hope realized, as we’ve come into contact with dozens of people in person and many times
that number via e-mail and the Web who had used our book as a starting point into 3D
OpenGL is not a single API anymore. OpenGL has involved into a family of APIs,
with OpenGL, OpenGL ES, and WebGL being closely related siblings that enable
application developers to write and deploy graphics applications on a wide variety of
platforms and operating systems. OpenGL has become an ecosystem; 3D graphics is
truly everywhere now. OpenGL is the cross platform 3D API for desktop machines
and work stations. OpenGL ES is the 3D API for mobile devices, like tablets and
cell phones, and embedded platforms from settop boxes to cars.
Over the years, the “Red Book” has become the authoritative reference for
each new version of the OpenGL API. Now we have the “Gold Book” for
OpenGL ES 2.0—a cross-platform open standard ushering in a new era of
shader programmability and visual sophistication for a wide variety of
embedded and mobile devices, from game consoles to automobiles, from
set top boxes to mobile phones.
Mobile phones, in particular, are impacting our everyday lives, as the
devices we carry with us are evolving into full mobile computers.
This guide has the ideal number of chapters: 13. The first six chapters present basic information that you
need to understand to be able to draw a properly colored and lit three-dimensional object on the screen: Chapter 1, "Introduction to OpenGL," provides a glimpse into the kinds of things OpenGL can do.
It also presents a simple OpenGL program and explains essential programming details you need to
know for subsequent chapters.
Chapter 2, "Drawing Geometric Objects," explains how to create a three-dimensional geometric
description of an object that is eventually drawn on the screen....
provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 2.1. This seventh edition of the best-selling “red book” describes the latest features of OpenGL Versions 3.0 and 3.1. You will find clear explanations of OpenGL functionality and many basic computer graphics techniques, such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism.