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Opengl Superbible: The Complete Guide to Opengl Programming for Windows Nt and Windows 95

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Welcome to OpenGL SuperBible! The first time I ever heard of OpenGL was at the 1992 Win32 Developers Conference in San Francisco. Windows NT 3.1 was in early beta (or late alpha) and many vendors were present, pledging their future support for this exciting new platform. Among them was a company called Silicon Graphics, Inc. (SGI). They were showing off their graphics workstations and playing video demos of special effects from some popular movies. NT was running on MIPS processors—now owned by SGI—but their primary purpose in this booth was to promote a new 3D graphics standard called OpenGL. It was based on SGI’s proprietary IRIS GL and was fresh out of the box as a graphics standard. Significantly, Microsoft was pledging future support for OpenGL in Windows NT.

I had to wait until the beta release of NT 3.5 before I got my first personal taste of OpenGL. Those first OpenGL-based screensavers only scratched the surface of what was possible with this graphics API. Like many other people, I struggled through the Microsoft help files and bought a copy of the OpenGL Programming Guide (now called simply “The Red Book” by most). The Red Book avoids platform issues and uses for all its examples the Auxiliary (AUX) library, a platform-independent program framework forOpenGL graphics.

At that time, the Red Book was the only book available for learning OpenGL. Though quite thorough in its coverage of OpenGL functions, it is lacking in two important respects. First, it is not a primer. Whatever the intent of the authors, the book assumes a substantial working knowledge of 3D graphics concepts in general. The Red Book’s second drawback is its platform independence. As a Windows developer, I needed answers to some important questions, such as how to use a .BMP file as a texture, how to create an OpenGL-usable palette for an 8-bit display device, and how to use all those “wiggle” functions Microsoft threw in.

OpenGL SuperBible fills in those gaps. I wanted to provide a 3D graphics introduction and an OpenGL tutorial rolled into one. In addition, I approached the whole subject within the context of the single most popular desktop operating system of all time, Microsoft Windows. And I added a Reference Section of thorough function definitions at the end of each chapter, making this book a good complement to the Waite Group line of bible reference books.

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