Sign in to follow this  

OpenGL Good books for OpenGL

This topic is 1844 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

im searching for good books to learn OpenGL from the start to the point that i can develop my own 2D and 3D games.

I saw some books but I dont know if they are good and if i should buy them...

If someone can give me a link to Amazon to order a good book for that that would be great smile.png

thanks ! smile.png

 

edit: if I need more than 1 book that's ok :)

Edited by MzDay

Share this post


Link to post
Share on other sites

I haven't found any OpenGL gamedev books for OpenGL3 or higher. I guess its worth sticking to OpenGL3/4 tutorials over the net + look throught some `generic gamedev books' which would give you an insight into the basic math.

Share this post


Link to post
Share on other sites
Is there other books that could help me out with programming with OpenGL?

thanks a lot! smile.png
 

what do you say about:
http://www.zeuscmd.com/tutorials/opengl/

http://fly.cc.fer.hr/~unreal/theredbook/

 

If there is some books that you find it really be great if you give me it's name smile.png

 

Those links are awfully old. For absolute beginning, they can serve the purpose, but they are all about legacy OpenGL.

I could recommend the following books:

 

- OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 (8th Edition) by Dave Shreiner, Graham Sellers, John M. Kessenich and Bill M. Licea-Kane (Apr 1, 2013)

- OpenGL 4.0 Shading Language Cookbook by David Wolff (Jul 26, 2011)

- OpenGL SuperBible: Comprehensive Tutorial and Reference (5th Edition) by Richard S. Wright, Nicholas Haemel, Graham Sellers and Benjamin Lipchak (Aug 2, 2010)

- OpenGL ES 2.0 Programming Guide by Aaftab Munshi, Dan Ginsburg and Dave Shreiner (Aug 3, 2008)

- OpenGL Shading Language (3rd Edition) by Randi J. Rost, Bill M. Licea-Kane, Dan Ginsburg and John M. Kessenich (Jul 30, 2009)

- OpenGL Insights by Patrick Cozzi and Christophe Riccio (Jul 23, 2012) 

 

The first book in the list is not released as a hard-copy, but can be bought as "rough cuts" on various sites.

 

The only book you need is GL 4.3 specification, http://www.opengl.org/registry/doc/glspec43.core.20120806.pdf from http://www.opengl.org/registry/

 

The specification is not a book, and should not be recommended for learning OpenGL!

Share this post


Link to post
Share on other sites
Weird that no one linked Arcsynthesis biggrin.png

http://www.arcsynthesis.org/gltut/

Its a free online book, [cheaptactic]endorsed by John Carmack himself[/cheaptactic]. Deals with OpenGL 3.3.
Yes, this is a nice and comprehensive tutorial, but without offense, each of the listed books is much better resource for learning OpenGL.
Regards for McKesson. He really did a great job. Edited by Aks9

Share this post


Link to post
Share on other sites

Which one of the books above should I order?

The first one will be released in April 2013 and i dont want to wait untill then..

Thanks a lot!! :)

Share this post


Link to post
Share on other sites
Which one of the books above should I order?

The first one will be released in April 2013 and i dont want to wait untill then..

Thanks a lot!! smile.png

 

Take a look at this link:

http://my.safaribooksonline.com/book/programming/opengl/9780132748445

 

OpenGL Programming Guide (The Redbook) is generally the best book to start with. But all previous versions (7th ed., for example) heavily rely on the legacy stuff.

 

OpenGL SuperBible is nice to start with, but imposes its libraries and there are some inconsistencies (or maybe I prefer a Redbook :) ) .

 

OpenGL 4.0 Shading Language Cookbook is great for quick getting effects using GLSL 4.0. It is a really good book for GLSL, but you need some background with 3D graphics and OpenGL (Redbook for example).

 

OpenGL Shading Language (3rd Edition) is more comprehensive GLSL book, but a little old at the moment (presents just vertex and fragmet shaders).

 

OpenGL ES 2.0 Programming Guide is maybe the best for getting overall view on OpenGL. It is for OpenGL ES, but it covers all major concepts on a very convenient way.

Share this post


Link to post
Share on other sites

[quote name='Aks9' timestamp='1356700288' post='5015056']
The specification is not a book, and should not be recommended for learning OpenGL!
[/quote]

O, rly? I learned OpenGL 4.3 entirely from specification.

Share this post


Link to post
Share on other sites
O, rly? I learned OpenGL 4.3 entirely from specification.

 

Lucky you! :)

 

Although it is totally impossible for someone who don't have a prior knowledge about the matter.

Specification, as its name implies, is not a programmers guide. It just specifies functions and parameters.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Similar Content

    • By xhcao
      Does sync be needed to read texture content after access texture image in compute shader?
      My simple code is as below,
      glUseProgram(program.get());
      glBindImageTexture(0, texture[0], 0, GL_FALSE, 3, GL_READ_ONLY, GL_R32UI);
      glBindImageTexture(1, texture[1], 0, GL_FALSE, 4, GL_WRITE_ONLY, GL_R32UI);
      glDispatchCompute(1, 1, 1);
      // Does sync be needed here?
      glUseProgram(0);
      glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
      glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                     GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture[1], 0);
      glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
       
      Compute shader is very simple, imageLoad content from texture[0], and imageStore content to texture[1]. Does need to sync after dispatchCompute?
    • By Jonathan2006
      My question: is it possible to transform multiple angular velocities so that they can be reinserted as one? My research is below:
      // This works quat quaternion1 = GEQuaternionFromAngleRadians(angleRadiansVector1); quat quaternion2 = GEMultiplyQuaternions(quaternion1, GEQuaternionFromAngleRadians(angleRadiansVector2)); quat quaternion3 = GEMultiplyQuaternions(quaternion2, GEQuaternionFromAngleRadians(angleRadiansVector3)); glMultMatrixf(GEMat4FromQuaternion(quaternion3).array); // The first two work fine but not the third. Why? quat quaternion1 = GEQuaternionFromAngleRadians(angleRadiansVector1); vec3 vector1 = GETransformQuaternionAndVector(quaternion1, angularVelocity1); quat quaternion2 = GEQuaternionFromAngleRadians(angleRadiansVector2); vec3 vector2 = GETransformQuaternionAndVector(quaternion2, angularVelocity2); // This doesn't work //quat quaternion3 = GEQuaternionFromAngleRadians(angleRadiansVector3); //vec3 vector3 = GETransformQuaternionAndVector(quaternion3, angularVelocity3); vec3 angleVelocity = GEAddVectors(vector1, vector2); // Does not work: vec3 angleVelocity = GEAddVectors(vector1, GEAddVectors(vector2, vector3)); static vec3 angleRadiansVector; vec3 angularAcceleration = GESetVector(0.0, 0.0, 0.0); // Sending it through one angular velocity later in my motion engine angleVelocity = GEAddVectors(angleVelocity, GEMultiplyVectorAndScalar(angularAcceleration, timeStep)); angleRadiansVector = GEAddVectors(angleRadiansVector, GEMultiplyVectorAndScalar(angleVelocity, timeStep)); glMultMatrixf(GEMat4FromEulerAngle(angleRadiansVector).array); Also how do I combine multiple angularAcceleration variables? Is there an easier way to transform the angular values?
    • By dpadam450
      I have this code below in both my vertex and fragment shader, however when I request glGetUniformLocation("Lights[0].diffuse") or "Lights[0].attenuation", it returns -1. It will only give me a valid uniform location if I actually use the diffuse/attenuation variables in the VERTEX shader. Because I use position in the vertex shader, it always returns a valid uniform location. I've read that I can share uniforms across both vertex and fragment, but I'm confused what this is even compiling to if this is the case.
       
      #define NUM_LIGHTS 2
      struct Light
      {
          vec3 position;
          vec3 diffuse;
          float attenuation;
      };
      uniform Light Lights[NUM_LIGHTS];
       
       
    • By pr033r
      Hello,
      I have a Bachelor project on topic "Implenet 3D Boid's algorithm in OpenGL". All OpenGL issues works fine for me, all rendering etc. But when I started implement the boid's algorithm it was getting worse and worse. I read article (http://natureofcode.com/book/chapter-6-autonomous-agents/) inspirate from another code (here: https://github.com/jyanar/Boids/tree/master/src) but it still doesn't work like in tutorials and videos. For example the main problem: when I apply Cohesion (one of three main laws of boids) it makes some "cycling knot". Second, when some flock touch to another it scary change the coordination or respawn in origin (x: 0, y:0. z:0). Just some streng things. 
      I followed many tutorials, change a try everything but it isn't so smooth, without lags like in another videos. I really need your help. 
      My code (optimalizing branch): https://github.com/pr033r/BachelorProject/tree/Optimalizing
      Exe file (if you want to look) and models folder (for those who will download the sources):
      http://leteckaposta.cz/367190436
      Thanks for any help...

    • By Andrija
      I am currently trying to implement shadow mapping into my project , but although i can render my depth map to the screen and it looks okay , when i sample it with shadowCoords there is no shadow.
      Here is my light space matrix calculation
      mat4x4 lightViewMatrix; vec3 sun_pos = {SUN_OFFSET * the_sun->direction[0], SUN_OFFSET * the_sun->direction[1], SUN_OFFSET * the_sun->direction[2]}; mat4x4_look_at(lightViewMatrix,sun_pos,player->pos,up); mat4x4_mul(lightSpaceMatrix,lightProjMatrix,lightViewMatrix); I will tweak the values for the size and frustum of the shadow map, but for now i just want to draw shadows around the player position
      the_sun->direction is a normalized vector so i multiply it by a constant to get the position.
      player->pos is the camera position in world space
      the light projection matrix is calculated like this:
      mat4x4_ortho(lightProjMatrix,-SHADOW_FAR,SHADOW_FAR,-SHADOW_FAR,SHADOW_FAR,NEAR,SHADOW_FAR); Shadow vertex shader:
      uniform mat4 light_space_matrix; void main() { gl_Position = light_space_matrix * transfMatrix * vec4(position, 1.0f); } Shadow fragment shader:
      out float fragDepth; void main() { fragDepth = gl_FragCoord.z; } I am using deferred rendering so i have all my world positions in the g_positions buffer
      My shadow calculation in the deferred fragment shader:
      float get_shadow_fac(vec4 light_space_pos) { vec3 shadow_coords = light_space_pos.xyz / light_space_pos.w; shadow_coords = shadow_coords * 0.5 + 0.5; float closest_depth = texture(shadow_map, shadow_coords.xy).r; float current_depth = shadow_coords.z; float shadow_fac = 1.0; if(closest_depth < current_depth) shadow_fac = 0.5; return shadow_fac; } I call the function like this:
      get_shadow_fac(light_space_matrix * vec4(position,1.0)); Where position is the value i got from sampling the g_position buffer
      Here is my depth texture (i know it will produce low quality shadows but i just want to get it working for now):
      sorry because of the compression , the black smudges are trees ... https://i.stack.imgur.com/T43aK.jpg
      EDIT: Depth texture attachment:
      glTexImage2D(GL_TEXTURE_2D, 0,GL_DEPTH_COMPONENT24,fbo->width,fbo->height,0,GL_DEPTH_COMPONENT,GL_FLOAT,NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, fbo->depthTexture, 0);
  • Popular Now