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OpenGL ES 3.0 Programming Guide (2nd Edition) 2nd Edition

4.2 out of 5 stars 11 customer reviews
ISBN-13: 978-0321933881
ISBN-10: 0321933885
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Frequently Bought Together

  • OpenGL ES 3.0 Programming Guide (2nd Edition)
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  • OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 (8th Edition)
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  • OpenGL SuperBible: Comprehensive Tutorial and Reference (6th Edition)
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Product Details

  • 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 (11 customer reviews)
  • Amazon Best Sellers Rank: #153,612 in Books (See Top 100 in Books)

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Customer Reviews

Top Customer Reviews

Format: Paperback
I found this book to be a very good introduction to opengl es. It has a nice progression through the chapters building up to
more advanced topics near the end, for example terrain generation and advanced shader effects.

This book seems to be aimed at users new to opengl es or users transitioning from other versions of opengl to es 3.0.
If you're familiar with other versions of opengl you will likely use this book as more of a reference to look up the differences in the function calls.

I was very impressed by the fact that the example code can be compiled on multiple platforms, including desktop and mobile.
The example code uses various helper functions which get created and explained as you progress through the book.
All code will run on linux, windows, mac, andriod and ios devices with build instruction for each platform at the end
of the book.

My main criticism of the book would be that it explains some of the maths, but not in enough detail to be useful for someone
who wants to understanding the maths in depth. Therefore if you want to learn exactly how some of the math works another book will likely help however I
don't think in depth understanding is essential early on.

Most of my knowledge regarding opengl has been gained through lots of googleing, this book certainly helped me fill in blanks and explained
things in much more depth than trawling through the internet.
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Format: Paperback
While it may read like a reference manual, there are many points to this book that are geared towards pragmatic examples. Many of which are not always clear by reading the API documentation for general OpenGL or OpenGLES, but are clarified by the simple program parts displayed in the book.

One such useful example was in dual nature of glVertexAttribPointer. The pointer argument of this function call can act as either the pointer to a set of data you're to upload to the GPU (in non VBO state, glBindBuffer(GL_ARRAY_BUFFER, 0); etc) or a offset into the buffer of an already uploaded VBO. It seems finding both examples side by side is fairly uncommon, and it was refreshing to see an exhaustive array of useful examples using both vertex/index element buffer streaming (once per frame) and using VBOs.

Advanced topics are touched upon at the end of the book with your typical Bump mapping, Environment mapping, particles etc. They are a bit fast and sparse so if you're looking for a math reason for "why" they're doing certain operations you may wish to consult a more "textbook" source such as Hearn and Baker. But really, I am surprised they fit as much as they did in to this book.

This book even has a set of example codes that are downloadable from the publishers website. I have yet to give these a roll, but if they are anything as described they have full Android, IOS and PC examples.

You're not getting a walk through in the creation/study of a larger project, like you might get in some game design books. But, I think the book serves it's intended purpose of teaching the new features available in OpenGLES 3.0, reviewing concepts that you may have missed in previous versions, and being a pragmatic example and reference guide for any graphics engineering professional.
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Format: Paperback Verified Purchase
If your looking for a book that leads you through the creation of an OpenGL project using OpenGL 3, then this isn't it. However, it does have some examples for each concept that it talks about; and does explain the concepts very well. I just like going through an OpenGL project like many other books do because I've noticed that technical manuals really don't go through the caveats of certain approaches and don't focus on optimizing the code. Overall though, it does give you enough to implement OpenGL 3 techniques on your own.
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Format: Paperback Verified Purchase
My wife and I bought the book with one purpose, we wanted to evaluate the ES 3.0 API to see if it would be a suitable replacement for many of the apps we are currently building in plain old OpenGL. ES 3.0 sounded exciting, with a new rendering pipeline, and neat new features. The book failed to help us actualize anything but theory.

The GitHub page that hosts the sample files is frustrating. I gather that you are expected to manually recreate the repo's file structure but it is never explicitly stated - why not just provide the Git command to grab the whole repo?

Directions on using the 3rd party software required to build the samples are equally bad. Even using the recommended PowerVR emulator, much of the installation directions in the book are outdated and incorrect. This problem could have been fixed if they hosted an installer which took care of deploying the correct files at the time of publication (Linux - we haven't tried it out on the WinTel side yet). After spending most of the afternoon second guessing the author's intent while trying to match it up with the realities of what is now available we have still not been able to build the first example project.

Since attempting with Power VR and after a little research it's looking a little more promising with the Adrneo SDK.(For anyone else who already owns the book and might be having similar problems)

Even if things had gone perfectly, passages in the book that provide extensive instruction on proper setup, are immediately followed by statements telling you that the operation will fail, with tips on what you can try to make it work (I'm not kidding here.
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