OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 (8th Edition)

Read ^ OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 (8th Edition) PDF by * Dave Shreiner, Graham Sellers, John Kessenich, Bill Licea-Kane eBook or Kindle ePUB Online free. OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 (8th Edition) This edition of the best-selling “Red Book” describes the features through OpenGL version 4.3. It also includes updated information and techniques formerly covered in OpenGL® Shading Language (the “Orange Book”). For the first time, this guide completely integrates shader techniques, alongside classic, functioncentric techniques. Extensive new text and code are presented, demonstrating the latest in OpenGL programming techniques. OpenGL®

OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 (8th Edition)

Author :
Rating : 4.24 (720 Votes)
Asin : 0321773039
Format Type : paperback
Number of Pages : 984 Pages
Publish Date : 2015-04-20
Language : English

DESCRIPTION:

Stephen P Spackman said Buy it because you have to. This book shows startling disrespect for the reader. Nobody seems to have proofread it before sending it for printing; most pages contain typos or bizarre malapropisms, the maths is often wrong, and much of the code is either obviously broken or somehow at odds with the exposition. Important insights are, at random, missing; I can't, for example, find any explanation of what a vertex array object is or why you need one (and that's the first step of the first example in the fir. "I actually really love this book but it's dated and in combination with" according to Paco. I actually really love this book but it's dated and in combination with a few errors and an inactive website w/o known errata becomes more of a mystery than a guide. Full of good info none the less.. "Unreliable math and code, poor writing" according to Enota Z Napako. Errors are in math and code too, not just the grammatical types that were already mentioned by others.I am just getting started with this version and noticed: wrong matrix orders for shaders (Unreliable math and code, poor writing Enota Z Napako Errors are in math and code too, not just the grammatical types that were already mentioned by others.I am just getting started with this version and noticed: wrong matrix orders for shaders (4 times on p233, 234) ; wrong matrix contents - X-rotation with 5 rows, Y-rotation inconsistent (compare p. 226 to p. 833), orthographic projection still includes z-flip (3rd column) even though the book is left-handed now (but it won't work for a right-handed camera either because they ". times on p2Unreliable math and code, poor writing Errors are in math and code too, not just the grammatical types that were already mentioned by others.I am just getting started with this version and noticed: wrong matrix orders for shaders (Unreliable math and code, poor writing Enota Z Napako Errors are in math and code too, not just the grammatical types that were already mentioned by others.I am just getting started with this version and noticed: wrong matrix orders for shaders (4 times on p233, 234) ; wrong matrix contents - X-rotation with 5 rows, Y-rotation inconsistent (compare p. 226 to p. 833), orthographic projection still includes z-flip (3rd column) even though the book is left-handed now (but it won't work for a right-handed camera either because they ". times on p233, 23Unreliable math and code, poor writing Enota Z Napako Errors are in math and code too, not just the grammatical types that were already mentioned by others.I am just getting started with this version and noticed: wrong matrix orders for shaders (4 times on p233, 234) ; wrong matrix contents - X-rotation with 5 rows, Y-rotation inconsistent (compare p. 226 to p. 833), orthographic projection still includes z-flip (3rd column) even though the book is left-handed now (but it won't work for a right-handed camera either because they ". ) ; wrong matrix contents - X-rotation with 5 rows, Y-rotation inconsistent (compare p. 226 to p. 833), orthographic projection still includes z-flip (3rd column) even though the book is left-handed now (but it won't work for a right-handed camera either because they ". Unreliable math and code, poor writing Errors are in math and code too, not just the grammatical types that were already mentioned by others.I am just getting started with this version and noticed: wrong matrix orders for shaders (Unreliable math and code, poor writing Enota Z Napako Errors are in math and code too, not just the grammatical types that were already mentioned by others.I am just getting started with this version and noticed: wrong matrix orders for shaders (4 times on p233, 234) ; wrong matrix contents - X-rotation with 5 rows, Y-rotation inconsistent (compare p. 226 to p. 833), orthographic projection still includes z-flip (3rd column) even though the book is left-handed now (but it won't work for a right-handed camera either because they ". times on p233, 23Unreliable math and code, poor writing Enota Z Napako Errors are in math and code too, not just the grammatical types that were already mentioned by others.I am just getting started with this version and noticed: wrong matrix orders for shaders (4 times on p233, 234) ; wrong matrix contents - X-rotation with 5 rows, Y-rotation inconsistent (compare p. 226 to p. 833), orthographic projection still includes z-flip (3rd column) even though the book is left-handed now (but it won't work for a right-handed camera either because they ". ) ; wrong matrix contents - X-rotation with 5 rows, Y-rotation inconsistent (compare p. 226 to p. 833), orthographic projection still includes z-flip (3rd column) even though the book is left-handed now (but it won't work for a right-handed camera either because they ". , 2Unreliable math and code, poor writing Errors are in math and code too, not just the grammatical types that were already mentioned by others.I am just getting started with this version and noticed: wrong matrix orders for shaders (Unreliable math and code, poor writing Enota Z Napako Errors are in math and code too, not just the grammatical types that were already mentioned by others.I am just getting started with this version and noticed: wrong matrix orders for shaders (4 times on p233, 234) ; wrong matrix contents - X-rotation with 5 rows, Y-rotation inconsistent (compare p. 226 to p. 833), orthographic projection still includes z-flip (3rd column) even though the book is left-handed now (but it won't work for a right-handed camera either because they ". times on p233, 23Unreliable math and code, poor writing Enota Z Napako Errors are in math and code too, not just the grammatical types that were already mentioned by others.I am just getting started with this version and noticed: wrong matrix orders for shaders (4 times on p233, 234) ; wrong matrix contents - X-rotation with 5 rows, Y-rotation inconsistent (compare p. 226 to p. 833), orthographic projection still includes z-flip (3rd column) even though the book is left-handed now (but it won't work for a right-handed camera either because they ". ) ; wrong matrix contents - X-rotation with 5 rows, Y-rotation inconsistent (compare p. 226 to p. 833), orthographic projection still includes z-flip (3rd column) even though the book is left-handed now (but it won't work for a right-handed camera either because they ". Unreliable math and code, poor writing Enota Z Napako Errors are in math and code too, not just the grammatical types that were already mentioned by others.I am just getting started with this version and noticed: wrong matrix orders for shaders (4 times on p233, 234) ; wrong matrix contents - X-rotation with 5 rows, Y-rotation inconsistent (compare p. 226 to p. 833), orthographic projection still includes z-flip (3rd column) even though the book is left-handed now (but it won't work for a right-handed camera either because they ". ) ; wrong matrix contents - X-rotation with 5 rows, Y-rotation inconsistent (compare p. 226 to p. 8Unreliable math and code, poor writing Errors are in math and code too, not just the grammatical types that were already mentioned by others.I am just getting started with this version and noticed: wrong matrix orders for shaders (Unreliable math and code, poor writing Enota Z Napako Errors are in math and code too, not just the grammatical types that were already mentioned by others.I am just getting started with this version and noticed: wrong matrix orders for shaders (4 times on p233, 234) ; wrong matrix contents - X-rotation with 5 rows, Y-rotation inconsistent (compare p. 226 to p. 833), orthographic projection still includes z-flip (3rd column) even though the book is left-handed now (but it won't work for a right-handed camera either because they ". times on p233, 23Unreliable math and code, poor writing Enota Z Napako Errors are in math and code too, not just the grammatical types that were already mentioned by others.I am just getting started with this version and noticed: wrong matrix orders for shaders (4 times on p233, 234) ; wrong matrix contents - X-rotation with 5 rows, Y-rotation inconsistent (compare p. 226 to p. 833), orthographic projection still includes z-flip (3rd column) even though the book is left-handed now (but it won't work for a right-handed camera either because they ". ) ; wrong matrix contents - X-rotation with 5 rows, Y-rotation inconsistent (compare p. 226 to p. 833), orthographic projection still includes z-flip (3rd column) even though the book is left-handed now (but it won't work for a right-handed camera either because they ". Unreliable math and code, poor writing Errors are in math and code too, not just the grammatical types that were already mentioned by others.I am just getting started with this version and noticed: wrong matrix orders for shaders (Unreliable math and code, poor writing Enota Z Napako Errors are in math and code too, not just the grammatical types that were already mentioned by others.I am just getting started with this version and noticed: wrong matrix orders for shaders (4 times on p233, 234) ; wrong matrix contents - X-rotation with 5 rows, Y-rotation inconsistent (compare p. 226 to p. 833), orthographic projection still includes z-flip (3rd column) even though the book is left-handed now (but it won't work for a right-handed camera either because they ". times on p233, 23Unreliable math and code, poor writing Enota Z Napako Errors are in math and code too, not just the grammatical types that were already mentioned by others.I am just getting started with this version and noticed: wrong matrix orders for shaders (4 times on p233, 234) ; wrong matrix contents - X-rotation with 5 rows, Y-rotation inconsistent (compare p. 226 to p. 833), orthographic projection still includes z-flip (3rd column) even though the book is left-handed now (but it won't work for a right-handed camera either because they ". ) ; wrong matrix contents - X-rotation with 5 rows, Y-rotation inconsistent (compare p. 226 to p. 833), orthographic projection still includes z-flip (3rd column) even though the book is left-handed now (but it won't work for a right-handed camera either because they ". ), orthographic projection still includes z-flip (Unreliable math and code, poor writing Errors are in math and code too, not just the grammatical types that were already mentioned by others.I am just getting started with this version and noticed: wrong matrix orders for shaders (Unreliable math and code, poor writing Enota Z Napako Errors are in math and code too, not just the grammatical types that were already mentioned by others.I am just getting started with this version and noticed: wrong matrix orders for shaders (4 times on p233, 234) ; wrong matrix contents - X-rotation with 5 rows, Y-rotation inconsistent (compare p. 226 to p. 833), orthographic projection still includes z-flip (3rd column) even though the book is left-handed now (but it won't work for a right-handed camera either because they ". times on p233, 23Unreliable math and code, poor writing Enota Z Napako Errors are in math and code too, not just the grammatical types that were already mentioned by others.I am just getting started with this version and noticed: wrong matrix orders for shaders (4 times on p233, 234) ; wrong matrix contents - X-rotation with 5 rows, Y-rotation inconsistent (compare p. 226 to p. 833), orthographic projection still includes z-flip (3rd column) even though the book is left-handed now (but it won't work for a right-handed camera either because they ". ) ; wrong matrix contents - X-rotation with 5 rows, Y-rotation inconsistent (compare p. 226 to p. 833), orthographic projection still includes z-flip (3rd column) even though the book is left-handed now (but it won't work for a right-handed camera either because they ". rd column) even though the book is left-handed now (but it won't work for a right-handed camera either because they "

It is the kind of book that I will be reaching for a lot. Thanks to Dave, Graham, John, and Bill for an amazing effort.”—Mike Bailey, professor, Oregon State University “The most recent Red Book parallels the grand tradition of OpenGL; continuous evolution towards ever-greater power and efficiency. The eighth edition contains up-to-the minute information about the latest standard and new features, along with a solid grounding in modern OpenGL techniques that will work anywhere. It continues in later chapters with even more specifics on everything from texturing to compute shaders. The Red Book continues to be an essential reference for all

This edition of the best-selling “Red Book” describes the features through OpenGL version 4.3. It also includes updated information and techniques formerly covered in OpenGL® Shading Language (the “Orange Book”). For the first time, this guide completely integrates shader techniques, alongside classic, functioncentric techniques. Extensive new text and code are presented, demonstrating the latest in OpenGL programming techniques. OpenGL® Programming Guide, Eighth Edition, provides clear explanations of OpenGL functionality and techniques, including processing geometric objects with vertex, tessellation, and geometry shaders using geometric transformations and viewing matrices; working with pixels and texture maps through fragment shaders; and advanced data techniques using frameb

 John Kessenich, OpenGL Shading Language Specification Editor, consults at LunarG, Inc., building compiler technology for GLSL. He authored many OpenGL feature specifications and helped bring OpenGL ES to desktop computers. He helped develop OpenGL 2.0 and OpenGL ES 2.0 at 3Dlabs and Intel. Dave Shreiner, Director of Graphics and GPU Computing at ARM, Inc., has been

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