Appendix A. Further Reading/References

Real-time 3D graphics and OpenGL are popular topics, and there’s more information and techniques in practice than can ever be published in a single book. You might find the following resources helpful as you further your knowledge and experience.

Other Good OpenGL Books

OpenGL Programming Guide, 5th Edition: The Official Guide to Learning OpenGL, Version 2. OpenGL Architecture Board, Dave Shreiner, Mason Woo, and Jackie Neider. Addison-Wesley, 2005.

OpenGL Shading Language, 2nd Edition. Randi J. Rost. Addison-Wesley, 2006.

OpenGL Distilled. Paul Martz. Addison-Wesley, 2006.

OpenGL Programming on Mac OS X: Architecture, Performance, and Integration. Robert P. Kuehne and J. D. Sullivan. Addison-Wesley, 2007.

OpenGL Programming for the X Window System. Mark J. Kilgard. Addison-Wesley, 1996.

Interactive Computer Graphics: A Top-Down Approach with OpenGL, 4th Edition. Edward Angel. Addison-Wesley, 2005.

The OpenGL Extensions Guide. Eric Lengyel. Charles River Media, 2003.

Advanced Graphics Programming Using OpenGL. Tom McReynolds and David Blythe. The Morgan Kaufmann Series in Computer Graphics, 2005.

More OpenGL Game Programming. Dave Astle, Editor. Thomson Course Technology, 2006.

3D Graphics Books

3D Computer Graphics, 3rd Edition. Alan Watt. Addison-Wesley, 1999.

3D Math Primer for Graphics and Game Development. Fletcher Dunn and Ian Parbery. Wordware Publishing, 2002.

Advanced Animation and Rendering Techniques: Theory and Practice. Alan Watt and Mark Watt (contributor). Addison-Wesley, 1992.

Introduction to Computer Graphics. James D. Foley, Andries van Dam, Steven K. Feiner, John F. Hughes, and Richard L. Phillips. Addison-Wesley, 1993.

Open Geometry: OpenGL + Advanced Geometry. Georg Glaeser and Hellmuth Stachel. Springer-Verlag, 1999.

Mathematics for 3D Game Programming & Computer Graphics, 2nd Edition. Eric Lengyel. Charles River Media, 2003.

Essential Mathematics for Games and Interactive Applications, James Van Verth and Lars Bishop. The Morgan Kaufmann Series in Interactive 3d Technology

Shader X 4: Advanced Rendering Techniques. Wolfgang Engel, Editor. Charles River Media, 2006.

Texturing & Modeling: A Procedural Approach, 3rd Edition. David S. Ebert, F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, Steven Worley. The Morgan Kaufmann Series in Computer Graphics

Web Sites

The OpenGL SuperBible Web site:

www.opengl.org/superbible

The official OpenGL Web site:

www.opengl.org

The OpenGL SDK (lots of tutorials and tools):

www.opengl.org/sdk/

The preceding three Web sites are the gateways to OpenGL information on the Web, and of course, the official source of information for all things OpenGL and SuperBible related. The following sites also pertain to information covered in this book and offer vendor-specific OpenGL support, tutorials, demos, and news.

The Khronos Group OpenGL ES home page:

www.khronos.org/opengles/

The OpenGL Extension Registry:

www.opengl.org/registry/

AMD/ATI’s developer home page:

www.ati.amd.com/developer/

NVIDIA’s developer home page:

developer.nvidia.com/

The Mesa 3D OpenGL “work-a-like”:

www.mesa3d.org

Open source X Window System

www.xfree86.org

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