http://www.opengl.org/

-        this website gives a pretty good list of OpenGL references; it has its own manuals and gives books (probably a better source than my list of text books)

 

http://www.cs.rpi.edu/~sakella/graphics/

-        this is the RPI course website for computer graphics this semester

-        the professor has listed links under “useful links” for obtaining opengl and glut code and there’s even installation instructions I believe

 

Online References

 

OpenGL tutorials

-        a bit outdated, but it illustrates some good techniques which you may want to use in a game

-        http://nehe.gamedev.net

 

The Red Book

-        general intro to OpenGL reference

-        This is an online (free) version of the book

-        http://fly.srk.fer.hr/~unreal/theredbook

 

OpenGL reference

-        give a good understanding of OpenGL functions

-        www.rush3d.com/reference/opengl-bluebook-1.0

 

Non-Online References

-        NOTE: some of these books can be bought at the RPI bookstore, others can easily be found on amazon.com or elsewhere.  If you’re a programmer looking to go into the game industry or doing graphics programming, I highly recommend buying any one of these texts.  They’re great references. 

 

Game Programming Gems (Game Programming Gems Series books 1 – 4) by Mark DeLoura

-        these books are really great at demonstrating and explaining lots of techniques used in lots of games

-        written extremely well and easy to follow

-        lots of game companies have these books for their programmers

 

Computer Graphics with OpenGL (3rd Edition) by Donald Hearn M. Pauline Baker

-        I believe this is the book being used for this semesters graphics programming class

-        I’m pretty sure this can be found in the RPI bookstore

 

Interactive Computer Graphics: A Top-Down Approach using OpenGL (4th Edition) by Edward Angel

-        way back when I took an OpenGL course, this was the text book we used

-        it’s used for explaining the “behind the scenes” of OpenGL and the math that goes into OpenGL functions