Series: OpenGL
Paperback: 560 pages
Publisher: Addison-Wesley Professional; 2 edition (March 10, 2014)
Language: English
ISBN-10: 0321933885
ISBN-13: 978-0321933881
Product Dimensions: 6.9 x 1.2 x 9 inches
Shipping Weight: 1.9 pounds (View shipping rates and policies)
Average Customer Review: 4.2 out of 5 stars See all reviews (12 customer reviews)
Best Sellers Rank: #636,412 in Books (See Top 100 in Books) #21 in Books > Computers & Technology > Programming > Graphics & Multimedia > OpenGL #111 in Books > Computers & Technology > Graphics & Design > 3D Graphics #263 in Books > Computers & Technology > Digital Audio, Video & Photography > Video Production
This book is not a tutorial on OpenGL. You really need to already understand all the concepts of OpenGL, C style programming languages, and 3D programming in general before this book will be of any use to you. It is geared toward people who are ready to move from an older version to 3.0. We are not looking at a book that starts with a small sample and takes you to the end of a project. Instead the book takes each aspect of OpenGL 3.0 and covers it as a standalone topic.The back of the book covers what platforms support OpenGL 3.0 and have been tested with the contents of the book including Android 4.3, iOS 7+, Windows and Ubuntu Linux while setting up and using OpenGL on the platforms is not covered until chapter 16.Each chapter covers a small area and explains why things changed in the 3.0 version and why you would want to use the new way of doing things. A lot of areas have improved or have been optimized for 3.0 and doing things the old way will end up in subpar performance or a lot of extra code. If there are multiple ways to accomplish something in 3.0 the book covers them and tells you which way is the most common and why.While there is not a start to end project happening each section does have code examples to show real world usage of the example being presented. Since OpenGL is not simple it is handy to see the set up and tear down needed to use the feature being covered.The middle of the book is a full color quick reference section. There is no easy way to remove this section to use as a separate guide. It does have a link to a PDF you can download or you can purchase it as a laminated card from .This book contains very dense information. It explains how to get the most out of OpenGL ES 3.
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