The OpenGL SuperBible
The 5TH EDITION is now available!
Nothing but the Core!
The fifth edition of the OpenGL SuperBible is a ground up rewrite of the previous editions. The OpenGL SuperBible is now your complete reference and tutorial to the OpenGL 3.3 Core Profile. Part 1 starts you off using the client side of OpenGL using a set of premade stock shaders to do common rendering operations, followed by a GLSL quickstart that gets you going writing your own shaders. Part 2 covers more advanced topics and methods for managing buffer objects, geometry data, geometry shaders, and more advanced shader programming. Finally, Chapter 3, true to the SuperBible tradition covers using OpenGL on Windows, Mac's, Linux, and using OpenGL ES 2.0 on hand held devices such as the iPhone and iPad.
You will need at least a version 3.0 or better implementation of OpenGL to run the samples in this book, preferably 3.3. Most samples will still run with a 3.2 implementation (driver/hardware combo). Grabbing the latest graphics card driver from your vendor (NVidia, AMD, etc.) will probably do the trick. To check to see which version your hardware supports, we recommend the OpenGL Extension Viewer, which you can obtain here: http://www.realtech-vr.com/glview/version3.html
If you are still interested in the deprecated functionality of pre-OpenGL 3.x, we recommend the fourth edition, which is still in print, and which covers OpenGL 2.1 and the fixed function pipeline quite thoroughly.
svn checkout http://oglsuperbible5.googlecode.com/svn/trunk/ oglsuperbible5-read-only
The Google Code archive is the most up to date repository, as this is where the authors check in new code and fixes. Currently, the archive contains all the source code for the book, as well as the Visual Studio projects, prebuilt Windows binaries, and Linux make files. Mac XCode projects are posted as a separate .zip archive (see below).
All the source code, files, libraries, etc are here: SB5.zip
Mac OS X:
For the Mac... XCode projects for the first seven chapters
(plus, the Mac chapter, and the OpenGL ES chapter) are here:
Updated 11/21/2010 See the Mac OS X page for information about getting samples to work on OS X.
Follow Richard S. Wright Jr. on Twitter for OpenGL and SuperBible book news, @OpenGL