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More OpenGL Game Programming Paperback – November 1, 2005
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Top Customer Reviews
The book is structured as a series of articles of varying lengths addressing a large number of advanced topics in graphics. It starts with giving better methods to store and pass data around than in the previous volume, which can be applied to all of the techniques thereafter. A few small articles about mildly interesting topics serve as appetizers to the main course: shaders. The author clearly recognizes the importance of shaders and spends a fitting amount of time discussing them. The examples start out simple and demonstrate practical uses of shaders, making sure the reader comes out of these large chapters with a working knowledge of what shaders are for and how to use them.
With shaders mastered, the rest of the book dives into a feast of useful graphics techniques and tricks. It effectively covers the various solutions available to common graphical goals and effectively conveys when they can and can't be used, their costs and benefits, and other important information that not only helps implement but also helps the reader decide when to use each technique for the best effect.
Don't underestimate this book; it is massive as well as meaty. If you are passionate about computer graphics you won't be able to skip a page.Read more ›
Most Recent Customer Reviews
I'm rating this 2 stars primarily because of the incomplete nature of the project. It's not just that the code samples won't compile, or are so disorganized as to be nearly... Read morePublished on February 17, 2007 by DR
This is one of the best books I've ever read about the OpenGL...Published on January 17, 2007 by Roman Hak