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    OpenGL SuperBible 3rd Edition

     ISBN  0672326019
     Edition  3
     Pages  1200
     Publisher  Sams
     Author(s)  Richard S Wright, Benjamin Lipchak
     Release Date  June 30, 2004
     Hits  257

     Category  Design & Graphics

OpenGL SuperBible eBook


Book 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.



About the Author

Richard S. Wright, Jr. has used OpenGL for 10 years and teaches OpenGL programming in the game design degree program at Full Sail in Orlando, Florida. He is a former Real 3D representative to the OpenGL Architecture Review Board and has delivered multiple commercial applications that use OpenGL extensively, including games, scientific and medical applications, database visualization and educational software. Lead author of the first and second editions of OpenGL SuperBible, he is also the founder and president of Starstone Software Systems, Inc., where he develops multimedia simulation software for the PC and Macintosh platforms using OpenGL.

Benjamin Lipchak develops OpenGL drives at ATI Research in Marlboro, Massachusetts. Formerly writing Digital UNIX and Windows NT OpenGL drives for AlphaStations at DEC and Compaq, Benj recently joined ATI to help pioneer programmable shader technology. He participated in the OpenGL Architecture Review Board standardization of shader extensions and chaired the ARB_fragment_program working group.



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