- Paperback: 340 pages
- Publisher: Packt Publishing (July 26, 2011)
- Language: English
- ISBN-10: 1849514763
- ISBN-13: 978-1849514767
- Product Dimensions: 8.5 x 0.8 x 11 inches
- Shipping Weight: 2.1 pounds (View shipping rates and policies)
- Average Customer Review: 11 customer reviews
- Amazon Best Sellers Rank: #2,055,029 in Books (See Top 100 in Books)
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OpenGL 4.0 Shading Language Cookbook Paperback – July 26, 2011
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About the Author
David Wolff David Wolff is an associate professor in the Computer Science and Computer Engineering Department at Pacific Lutheran University (PLU). He received his PhD in Physics from Oregon State University. He has a passion for computer graphics and the intersection between art and science. He has been teaching computer graphics to undergraduates at PLU for over 10 years, using OpenGL.
Top customer reviews
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The book itself is relatively clear but the code accompanying the book has no comments and single character variables. It is pretty bad as a source of explanation and is simply bad code because it can't be maintained. The code needs to be updated with comments.
The use of Qt makes it tedious to build the example code.
My only problem with this book is that the formatting for the Table of Contents could be a LOT better for the Kindle version. Whilst all the hyperlinks will take you directly to wherever you need to go, because this book has a set format for each chapter, the sub-sections for each chapter are repeated over and over again which makes it hard to see what the actual chapter is about. For example,
It's hard to see the numbers for all the letters!
He definitely cuts back on a lot of 'fluff' (as in you don't need an explanation of a function if you're reading this book).
I was disappointed however by a very poor preparation of the hands on part of this cookbook.
My UI background goes way back to win32 to most recent WPF (and number of embedded, plus web stuff). However, I have only seen Qt in passing, and seeing this in the readme file is disheartening:
"It includes a qmake project file, so building the examples should be
very straightforward as long as you have the Qt SDK installed.
It should also load into Qt Creator quite readily."
It is not straightforward.
The problems so far and counting:
The location for glew and glm are assumed to be on c:\OpenGL ... and are not consistent from chapter to chapter.
This is not mentioned anywhere. README is a good place for that.
GLM version 0.9.0.7 is used. Granted not the author's fault, but easily preventable by including GLM with your source files or at least make a note in the README.
Chapter 9 is missing a header file. Granted you can recreate it yourself from the existing .cpp, but this only speaks poorly on the author's attitude towards cookbook-ing
I have expected a higher level of readiness from a cookbook.
If you're looking for a reference on some algorithms this book is fine, but a better choice is "OpenGL Supper Bible 5th edition" which is self sustained and you can pass it along to a complete novice.
If however you're looking for a reference book on a number of algorithms with do it yourself "hands on", then "GPU Gems" series is a much better choice.
Many months had passed and I find myself using this book more often than I thought I would.
The math is organized well and so are the explanations.
I was a little too harsh, it deserves 4 stars
First off, this book is perfect for people who already know their way around OpenGL, but may not be too deep into shaders yet, and/or have some legacy bits in their engines.
The book does walk you through setting up a shader based application, and explains what kinds of support libraries you're going to need (always managing to pick the "other" lib than the ones I've used - they like glew more than glee, for instance - but the libs they picked still work as advertised, so I'm not saying they're bad choises. Oddly, there's no mention of SDL or SFML though), but knowing how OpenGL generally works as well as how the math generally works is taken for granted.
On the positive side you won't have to browse through hundred pages of basic matrix and vector math, or compilation basics, which I feel is a good thing.
After the basics the book gets to the fun stuff, explaining lighting, texture use, screen space trickery (like bloom and deferred shading), geometry shaders and tesselation, practical shadows (i.e, shadow mapping and PCT filters, but doesn't waste pages on anything "more advanced"), noise and some particle tricks.
All in all I think it's a rather good resource for anyone who wants to upgrade their OpenGL knowledge to more "modern OpenGL", dropping all legacy stuff, but it doesn't mean you don't still have to get your hands on the orange book.
Most recent customer reviews
Author: David Wolf
Publisher: Packt Publishing Ltd.Read more