Computer Graphics Programming in OpenGL with C++
R**N
Concise overview of OpenGL w/Shaders
For the price, this is a really good overview of modern OpenGL programming with shaders. The book does not go into much detail on anything, whether 3D math, shader syntax, modeling, whatever. There are entire books devoted solely to those topics which you will need to read to really do 3D graphics programming. What this book *does* do is touch on most of the salient features and processes of 3D programming and the modern OpenGL pipeline, providing sufficient background information that you can get a sense of what is needed to program in 3D. For example, Chapter 3 discusses local and world space, touches on dot and cross products, and briefly describes the uses of matrix math. Quaternions are mentioned as a footnote. Enough to give you a quick idea of what you don't know, before you wander off and immerse yourself in the 750-page tome that you'll need to read to truly understand 3D math. The same is true for the other chapters. The chapter on modeling, as another example, after showing how to programmatically model a torus, describes in 3 pages how you'd use Blender to create a real model, and spends a few more pages going over the basics of OBJ format. Anyone who has used Blender before knows that you're not going to be making CGI monsters for Hollywood after reading three pages of Blender intro.The only quibble I have with this book is that it is targeted primarily towards Windows programming. So much so that even the code examples use '\' backslashes for the include files, which violates the C++ standard (even Visual Studio defaults to forward slashes.) As a Linux programmer that makes for extra work running a script to convert the backward slashes to forward ones. However, GLEW, GLFW, and the other libraries used are available on Linux, and the code samples I tried on the included CD compiled and ran using g++ and linking to those libraries, once i turned those slashes around as God and K&R intended. There's also very little C++ actually used in the examples, mostly just std::vector and a few inherited classes. Even those aren't referenced with 'const &' or anything for efficiency. The authors frequently mention their "other book" that covers the same topic in Java, and you quickly get the feeling that they're Java programmers begrudgingly being forced to write this C++ one. As the OpenGL library uses a C API anyway, it doesn't really matter. I didn't take a star off because I'm a C++ and Linux snob.
A**I
Great book
As a neofit in computer graphics I want to say this book is great. Reader is supposed to be somehow familiar with C++ and linear algebra (at least little bit). I'm more than satisfied with explanation level given in this book for all topics. The book doesn't show you some super advanced techniques for lighting or shadow model etc. but gives you a simple implementation what seems to be very good to start.Setting your environment up is also explained very well in one of appendix at the end of this book. It took for me about 15 minutes to set up everything necessary for playing with examples. All examples are grouped by chapters and in order to run one you just need to copy all files from example to your project and you good to go.
T**L
Great OpenGL Book
This book is good. I really liked the way the authors approached the subject. Very straight forward and they give just enough background on subjects so if you need to refresh yourself on something it is easy to lookup. They also don't just leave you hanging either by assuming you know every aspect of a subject, but they aren't "dumb-ing" it down either. It's a good balance. Honestly, I think the red book has better in-depth explanations (it is a technical reference), but I prefer this book to both the red book and any version of the "superbible". If you only get one book on OpenGL, I'd get this one, if you can get two then buy this one and the red book.I also forgot to mention the code. The code examples are clear, and so far they all seem to actually work. The authors also explain what the samples are doing - this is fantastic because not every author puts in the time to do that. I highly recommend this book.
F**H
Excellent Examples and Precise Explanations
This book is one of the BEST books I've read in regard to understanding graphics programming. It is extremely well written and full of good examples, written by someone who knows a great deal about what the knowledge base needs to be, to get the job done. Well done. Great examples. Concise explanations.Great book.
A**R
Good book
Very helpful for learning modern (shader based) OpenGL. Its examples run in my debian Linux using gcc and in my Windows 8.1 machine using mingw64. I neither use Windows 10 nor Visual Studio. I converted few of its program to BlitzMax NG using its glfw module. Highly recommended.
W**K
Best OpenGL book
This is one of the best OpenGL books I have read. The explanations are step-by-step and easy to understand. I really recommend this book.
J**N
Great book!!!
This is an excellent book for learning the fundamentals of OpenGL!
W**L
Compiler and Linker Setup is a HUGE issue
The authors basically make you get libraries that use 64 bit functions and try to compile it as a 32 bit library. If you can properly set up your Microsoft Visual Studio compiler to compile the example programs you are a titan among men. I think there could be different versions of this book floating around too. That's a possibility. Probably worth the read if you wanna learn the basics but he doesn't make it easy to setup. I think I may try to return it to get my money back if possible but I already broke the cd sleeve seal. I think I wasted about $50 on this purchase. They could've made setup soooo much easier but with what I got it's hard. All and all, I don't really recommend this book. He probably shouldn't even use C++ in the title as from what I've seen it's all straight C programming.
X**A
Excelente y genial
Es un libro que te lleva aprender opengl, sus trucos y cosas que están siendo usadas actualmente. Es muy bueno para actualizar de la función fija a shaders
F**I
Computer Graphics Programming in OpenGL with C++
I haven't finished to read it yet, but so far, in my perception, the book is well written, succinct, and well organized.
M**あ
OpenGLの基礎
OpenGLでのCGの描画、光源処理、影の処理、スカイボックス、法線マップ、ハイトマップ、テッセレーション、ジオメトリシェーダの入門が学べます。本書にはC++とGLSLのコード例が記述されています。これは第1版ですが第2版では水面とレイトレーシングも追加で学べるみたいです。
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