File Size: 20217 KB
Print Length: 768 pages
Simultaneous Device Usage: Up to 2 simultaneous devices, per publisher limits
Publisher: Pearson; 6 edition (May 18, 2011)
Publication Date: May 18, 2011
Language: English
ASIN: B00ALTS30O
Text-to-Speech: Not enabled
X-Ray: Not Enabled
Word Wise: Not Enabled
Lending: Not Enabled
Enhanced Typesetting: Not Enabled
Best Sellers Rank: #980,071 Paid in Kindle Store (See Top 100 Paid in Kindle Store) #62 in Books > Computers & Technology > Programming > Graphics & Multimedia > OpenGL #679 in Kindle Store > Kindle eBooks > Computers & Technology > Web Graphics #1379 in Kindle Store > Kindle eBooks > Computers & Technology > Graphic Design
Good:I thought that this book was quite good explaining the theory of computer graphics while using OpenGL (Core Profile) for the API for the practical side of things. I really liked the fact that the core profile of OpenGL was used for the code examples. This is definitely the way to go for OpenGL. The fixed function pipeline is on its way out. Also I'm glad the author discussed shaders and buffers so early on in the book rather than use a wrapper library. The book contains excellent exercises for students to answer, although I didn't really go into them.Bad:Since OpenGL was used after the theory was explained I felt I needed to read up further on the OpenGL commands from the OpenGL website as a reference. I had some trouble in getting the code to work on Windows 7 64 bit using MS visual studio 2010 express edition. I ended up downloading the latest versions of glew and freeglut rather than using the libraries that the author had packaged in a zip file with his code. I also had to fix a bug in the code that read from the shader files. There are a few other mistakes too regarding offsets of buffer data in vertex array objects. The code example of bump mapping is just plain wrong and I haven't got it to work yet. The author does give me a framework to use for setting up OpenGL but code examples should always work and not be so difficult to setup. I really wish the author had put just a little more effort with some of it. The book is a little expensive too. It's double the price of some other books on the market on the same subject e.g. OpenGL Superbible 5th Ed which I also own (although that book is just plain terrible with use of a wrapper library for vertex arrays, at least its code works right off the bat).
Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL (6th Edition) Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL Interactive Computer Graphics: A Top-Down Approach Using OpenGL (5th Edition) Interactive Computer Graphics: A Top-Down Approach Using OpenGL (4th Edition) Interactive Computer Graphics: A Top-Down Approach with OpenGL (2nd Edition) Computer Graphics Through OpenGL: From Theory to Experiments (Chapman & Hall/CRC Computer Graphics, Geometric Modeling, and Animation) Real-Time Shader Programming (The Morgan Kaufmann Series in Computer Graphics) Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach (Wordware Game and Graphics Library) Property, A Contemporary Approach, 2d (Interactive Casebook) (Interactive Casebooks) (Interactive Casebook Series) WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL (OpenGL) Computer Graphics with OpenGL (3rd Edition) Computer Graphics Through OpenGL: From Theory to Experiments, Second Edition 3D Computer Graphics: A Mathematical Introduction with OpenGL OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 (8th Edition) OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1 (7th Edition) OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2.1 (6th Edition) Computer Networks: A Top Down Approach Computer Networking: A Top-Down Approach (5th Edition)