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Free Ebook

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Free Ebook

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Product details

File Size: 94720 KB

Print Length: 984 pages

Simultaneous Device Usage: Up to 5 simultaneous devices, per publisher limits

Publisher: Addison-Wesley Professional; 8 edition (March 19, 2013)

Publication Date: March 19, 2013

Sold by: Amazon Digital Services LLC

Language: English

ASIN: B00C2SBOJE

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Amazon Best Sellers Rank:

#1,082,746 Paid in Kindle Store (See Top 100 Paid in Kindle Store)

This book shows startling disrespect for the reader. Nobody seems to have proofread it before sending it for printing; most pages contain typos or bizarre malapropisms, the maths is often wrong, and much of the code is either obviously broken or somehow at odds with the exposition. Important insights are, at random, missing; I can't, for example, find any explanation of what a vertex array object is or why you need one (and that's the first step of the first example in the first chapter). The index, while not short, is missing almost everything I looked for, and that's a big problem, too, since the order of presentation is an uncomfortable compromise between quick start and deep dive. But they know you're going to buy it, because it's *the* book.That said, it does contain a lot of useful information, and it occupies the useful middle ground between reading tedious and generally opaque manual pages and reading tedious and largely irrelevant tutorials. And, yes, it does integrate the material about shaders, knowledge of which is no longer optional.But wow, for an official publication detailing an essential technology, I certainly wish it were less frustrating.

I'll start by saying that this book has a lot of useful information. It is however in rather desperate need of a team of editors. I'm not good enough at 3D stuff yet to be able to critique the math, but there are loads of typos and even incorrect references to other parts of the text. The information it presents is also in an entirely inconvenient order. Many times you'll be reading along and feeling like you are missing something only to eventually come across a line like "don't worry, we'll talk in more detail about XYZ later." If I need that knowledge to not feel lost where I am, shouldn't it be in the book before I got here?

This book might be good for a reference if you already know a lot about OpenGL, but for someone new to it, it's plain awful. There's long expositions between bits of code that have little or nothing to do with the code at hand. The authors just reproduce API calls throughout the chapters without explaining anything useful about them.Take the first few chapters, for instance. You get to see the most basic program possible, then you take a chapter long diatribe on shaders, which goes overkill since you don't even know how to draw a vertex yet. Then, when it comes back (in chapter three!) to finally start talking about drawing, they just throw a bunch of API documentation at you, instead of showing either a full program or snippets that would be useful.The source code is a pile of crap, too. Instead of putting everything a user would want to see into each sample program, they abstracted a ton of setup into their own code, which is awful to read. For example, who creates the main() function inside of a macro? Well, these morons do. Oh, and it doesn't even compile on Linux without writing your own Makefiles and fixing problems throughout the code. Save yourself from this flaming pile of garbage.

More of an overview and reference than a tutorial. If you want a tutorial, get your hands dirty with Anton's OpenGL (free online). If you are a beginner, I would only recommend you plowing through this book if you need the vocabulary. You are going to be lost without some graphics engine architecture. If you already know the concepts for the most part, seeing it again here isn't going to improve your understanding, but you will be stuck on things you haven't seen before, so again will be of little help. The provided code looks like it was pulled from the previous version, is missing some chapters. You should try to find the SDL conversions to run in VS. The best this books does is to help you form a cohesion on what is going on, which earns back a star. Overall, slightly disappointed, however it is fine as a pass through to your furthur studies and a prelude to the blue book.

The writing is repetitive and awkward to read, and the overall organization is bad. After the two introductory chapters, the rest of the book is essentially a rehash of the OpenGL spec, and you're better off just reading about it there.There is sample code, but it often doesn't show anything beyond what you can already tell from the function signature. There are no bigger examples showing how to tie things together, andexcept for the introductory triangle program, there are no complete examples. Some of the code even has easy to notice syntactic and logical errors.

As far as OpenGL books go, this one does an excellent job of explaining the API in a sensible order. I am also happy to report that the content of the book is much improved over the 7th edition, which was a confused mix of OpenGL 2.1- and 3.3+.The book assumes you are already proficient with C/C++ and have a basic understanding of linear algebra and computer graphics. If you are a beginner programmer that would like to do graphical programming, do NOT get this book. It will be way over your head and you will be disappointed. There are simpler alternatives - SDL and the likes. Again, the target demographic for this book is intermediate to experienced programmers.I would have given this book five stars, but the Kindle edition is rife with spelling and grammatical errors, even in the code examples! The spelling errors in the code examples make certain examples difficult to understand, especially when variable names change midway through the code. Not cool, guys (authors). Don't include code snippets that would generate compile time errors.

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