July 2012
3 years of searching, so far I haven't found a single good book on OpenGL. Especially on the newer ES 2.0 (using shading language). I just ordered two books from Amazon. I am expecting to be disappointed. I will keep you posted. It is especially hard on Android as OpenGL books are focusing on windows or mac as their build and test platforms. It is hard on Android to extend those examples to try out. It is just terrible!!
satya - Saturday, September 19, 2009 12:36:02 PM
take a look at this: http://code.google.com/p/rokon/
satya - Thursday, October 07, 2010 10:21:49 PM
opengl es 2.0 books
opengl es 2.0 books
satya - Thursday, October 07, 2010 10:30:50 PM
OpenGL Super Bible
I picked up this book from Borders. It looked interesting and well written. However it relies heavily on prebuilt libraries which ends up hiding the basics required to write your own code using a different platform such as Android.
So I am still looking for a good book.
satya - Thursday, October 07, 2010 10:35:41 PM
OpenGL Shading Language - Randi Rost
Shading language is essential for new OpenGL including ES 2.0. I would like to buy this book. Comes highly recommended.
satya - Thursday, October 07, 2010 10:38:29 PM
opengl shading language
satya - Thursday, October 07, 2010 10:39:08 PM
One of the images
satya - Thursday, October 07, 2010 10:40:10 PM
Someones blog on opengl books
satya - Thursday, October 07, 2010 10:43:41 PM
OpenGL programming guide, 7th Edition - Dave Shreiner
Considered the bible among the opengl books. This edition covers 3.0 and 3.1 of OpenGL.
satya - Thursday, October 07, 2010 10:47:23 PM
OpenGL programming guide
satya - Thursday, October 07, 2010 10:58:02 PM
image of the book
satya - Sat Jul 21 2012 12:24:05 GMT-0400 (Eastern Daylight Time)
Just bought OpenGL ES 2.0 Programming Guide
Comes from the spec editors and other sundry experts. I still have low hopes as I may still have to do lot of ground work translating the material to Android. OpenGL is supposed to be fun!!!
satya - Mon Jul 23 2012 15:14:19 GMT-0400 (Eastern Daylight Time)
http://www.opengl-tutorial.org/
http://www.opengl-tutorial.org/
Covers ES 2.0. Lot of examples. Appears to be a good source. More focus on examples. Not as much on concepts/theory.
satya - Thu Jul 26 2012 11:02:04 GMT-0400 (Eastern Daylight Time)
All OpenGL books on Amazon ordered by sales
satya - Fri Jul 27 2012 11:21:01 GMT-0400 (Eastern Daylight Time)
A free opengl book: http://openglbook.com/
A free opengl book: http://openglbook.com/
Don't know how good it is. will keep you posted.
satya - Mon Aug 27 2012 14:13:25 GMT-0400 (Eastern Daylight Time)
Here is the scope, definition and specs for OpenGL ES: http://www.khronos.org/opengles/
Here is the scope, definition and specs for OpenGL ES: http://www.khronos.org/opengles/
satya - Mon Aug 27 2012 14:14:17 GMT-0400 (Eastern Daylight Time)
For example here is their ES 3.0 Spec PDF file
satya - Mon Sep 03 2012 12:09:28 GMT-0400 (Eastern Daylight Time)
Rendrman Companion by Steve Upstill
Rendrman Companion by Steve Upstill
Rendrman Companion by Steve Upstill is still the first reference that I point my students to - Mike Bailey's foreword to OpenGL Shading Language by Randi Rost, et. all
satya - Mon Sep 03 2012 12:10:13 GMT-0400 (Eastern Daylight Time)
Mike Bailey, OSU
Mike Bailey, OSU
satya - Mon Sep 03 2012 12:11:14 GMT-0400 (Eastern Daylight Time)
Jim Blinn, Bump Mapping
Jim Blinn, Bump Mapping
satya - Mon Sep 03 2012 12:56:58 GMT-0400 (Eastern Daylight Time)
The design of the opengl graphics interface by Mark Segal and Kurt Ashley: PDF
The design of the opengl graphics interface by Mark Segal and Kurt Ashley: PDF
satya - Thu Sep 13 2012 21:56:54 GMT-0400 (Eastern Daylight Time)
Here appears to be another online opengl book
satya - Thu Sep 13 2012 23:04:37 GMT-0400 (Eastern Daylight Time)
High-Quality Volume Graphics on Consumer PC Hardware: PDF
High-Quality Volume Graphics on Consumer PC Hardware: PDF
Interactive volume visualization in science and entertainment is no longer restricted to expensive workstations and dedicated hardware thanks to the fast evolution of consumer graphics driven by entertainment markets. Course participants will learn to leverage new features of modern graphics hardware to build high-quality volume rendering applications using OpenGL. Beginning with basic texture-based approaches, the algorithms are improved and expanded incrementally, covering illumination, non-polygonal isosurfaces, transfer function design, interaction, volumetric effects, and hardware accelerated filtering. The course is aimed at scientific researchers and entertainment developers. Course participants are provided with documented source code covering details usually omitted in publications
By
Markus Hadwiger Joe M. Kniss Klaus Engel Christof Rezk-Salama