- Taschenbuch: 626 Seiten
- Verlag: Cengage Learning Emea; Auflage: 2 (30. Juni 2005)
- Sprache: Englisch
- ISBN-10: 1592008305
- ISBN-13: 978-1592008308
- Größe und/oder Gewicht: 3,8 x 17,8 x 22,2 cm
- Durchschnittliche Kundenbewertung: Schreiben Sie die erste Bewertung
- Amazon Bestseller-Rang: Nr. 679.892 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
More OpenGL Game Programming (Englisch) Taschenbuch – 30. Juni 2005
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"More OpenGL Game Programming" covers using OpenGL extensions, vertex and fragment programs, special effects, model animation, and more. It includes coverage of shaders, an important new addition to OpenGL. Building upon the foundation laid in "Beginning OpenGL Game Programming", this book offers coverage of intermediate to advanced topics. "More OpenGL Game Programming" is geared towards readers who have an intermediate understanding of game and graphics programming. A majority of the content of the book is not platform-specific, in keeping with the multi-platform API of OpenGL. The methods covered will focus on those that are used in commercial games.
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On the plus side, portions of the book are well written and informative. It is, in spite of it's shortcomings, one of the better books I've found for explaining a variety of GL techniques commonly used in games. It's a shame it doesn't live up to it's promise; if the authors had been a little more diligent in completing the project before publishing it, it could have been a world-beater. Instead it's just another slightly below average disappointment.
I also have a real problem with the fact that the author is writing reviews (typically 4 star ratings) for books that his own organisation is involved in publishing. If that isn't a conflict of interest I don't know what is. I feel Amazon compromises their credibility by allowing clearly non-objective 'reviews' to be listed with the books. If the author wants to write a little blurb, thats fine, but don't let them rate products they have a financial interest in.
Second, I found the explanation more like notes+spec form. Not at all for an newbie person and for an expert it does not offer anything new. As it starts with FBO, RenderTarget, PBOs etc. many things have changed over the period, including GLSL specs.
Book structure is also quite confusing to me, it starts with some concepts of advance OpenGL(!) and then it is more like ShaderXn series with appendix and last chapeters full of GLSL and ARB specs.
Buy this book if you know what you are looking for, check appendix first.