OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 4.3 8th Edition
Thumbnail 1Thumbnail 2Thumbnail 3

OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 4.3 8th Edition

产品编号: 2709431
安全交易
经常一起购买

描述

Full description not available

评论

E**Y

Kindle edition is nicely formatted

tl;dr: Kindle Edition is perfectly readable and code samples are nicely formatted.I purchased the Kindle Edition of this book and browsed through it on a Kindle Paperwhite. This review is about the formatting only, not the book's contents.The diagrams and tables are very easy to read. They are displayed as images, so the text and lines are a little soft. A few of the renderings don't display well on a small grayscale e-ink screen (figure 6.13, for example), but this is fairly minor and I think the text provides enough explanation.Code samples are included as text, and fit just fine in widescreen mode. In portrait mode the lines wrap, but the code is still readable. Links to images of the code are also included before each samples, which is a great fall-back.There are a significant number of links in the text to other sections of the book. This is nice for reference, but it can make it harder to read if you like to "tap" through pages rather than "slide", since you have to make sure to avoid the links.If you're still unsure about purchasing the Kindle Edition, remember that Amazon has a 7-day return policy on ebooks. You can buy the book and browse through it before deciding whether to keep it.

I**T

the holly bible for openGL

This book is a MUST-HAVE for every openGL programmer. Not less than a "bible" for openGL related.I own previous edition (7th edition) & the thing I like most about this edition is the fact it was rewritten (from scratch) to use modern openGL approach instead of using old legacy deprecated functions.Also, the book has great deal of information regarding the GLSL, which I understood somehow similar to the orange book (don't own this book, yet).The only disadvantage I found was some lack of notes for completeness of example given.I'll give example to better explain what I mean -On Textures chapters, there is a code sample that explains how to bind vertex data & texture coordinates into a VAO & Buffer. Then we're attaching a texture on the QUAD. What is not mentioned, is that without having a fragmenet shader with code line similar to "outColor = texture(tex, texCoord);" the texture would NOT be visible. Now, I was pretty sure that I was doing something wrong somewhere, till i've downloaded the code samples & saw it in there...A small note before/after example regarding "fragement shader" assumed would be appreciated to avoid confusions on reader's side.

J**Y

Better then previous version

Alright. So I bought this book (actually I preordered it somewhere about 10th of january LAST YEAR (2012) ) and it finally got to me.First hopes were - please let it be different than previous version (where it was difficult to build program without deprecated functionality). I started reading it and was pretty happy that it did not suffer from this.After reading first 6 chapters, chapter 9 and chapter 10 I have to say - OK, everything is organized and the book indeed IS REFERENCE GUIDE and not tutorial. But that is still alright, because every chapter starts with basic things and explains them simply. Than it starts to get complicated, as the more advanced features are discussed. When I was reading the chapters sequentially, I alwais had a problem with understanding the end of chapter. But after reading another chapter (and slowly getting to referenced parts - some topics jump between chapters - some does jump a lot), it became a little clearer to me.Overall this book explained in the end most of the topics I needed (with very little gaps!) and I was able to build advanced example program (assignment outside of this book) by combining the techniques I read from this book.Ok now for the negatives - I am disapointed, that the webpage still does not have any sourcecode on the webpage. They promised on the site, that they will fix this in a metter of days. The webpage (according to returned headers) did not change in anyway for almost month now.Another problem I discovered are the helper libraries (3rd party) which they mentioned for operating with matrices and vectors on the client (CPU, aplication). I found just 1 library with that name and I wasn`t able to get all the capabilities which they use in the examples. But basicly - this whole library is not a part of opengl and can be substituted (or even ommited) and everything will still work (maybe you would just need to read further book to understand what these libraries does - as it IS thoroughly explained in the book).Also chapter with tesselation is very short and not explained to the details (for example - I had to google out why would anyone use tesselation shaders instead of geometry shaders (which I felt were superset of tesselation shaders) - which were for me far more intuitive) - and I had some troubles understanding how to use them...Overall - I have this book for about 2 weeks and I already covered and understood about 300 pages including some advanced and new staff. But I had an advantage, that I studied this subject before (in school, previous redbook and superbible). Still I can say that this one is the best source on new opengl functionality I ever had my hands on....

A**R

Badly needs editors.

I'll start by saying that this book has a lot of useful information. It is however in rather desperate need of a team of editors. I'm not good enough at 3D stuff yet to be able to critique the math, but there are loads of typos and even incorrect references to other parts of the text. The information it presents is also in an entirely inconvenient order. Many times you'll be reading along and feeling like you are missing something only to eventually come across a line like "don't worry, we'll talk in more detail about XYZ later." If I need that knowledge to not feel lost where I am, shouldn't it be in the book before I got here?

常见问题

是的,所有产品均直接来自美国,英国,阿联酋和印度的授权零售商。我们保持严格的质量控制过程,并在运输前验证每种产品。所有项目都有适用的制造商保证,并由我们的标准退货政策涵盖。
送货时间因目的地国家 /地区不等,通常从3-9个工作日不等。每个订单都可以通过我们的系统完全跟踪。我们处理所有关闭范围,并使用可靠的快递合作伙伴进行最后一英里的交付。您将通过电子邮件和我们的应用程序定期收到有关您的订单状态的更新。
自2014年以来,落伍车是一个国际电子商务平台。我们每天在全球范围内安全地处理数千个订单。每个产品都会在交付前经过我们的质量验证过程,我们提供端到端订单跟踪,24/7客户支持以及全面的回报政策,以确保安全的购物体验。
我们的价格包括产品成本,国际运输,进口关税,关税和当地交货费用。我们处理所有海关和导入程序,确保交货时没有隐藏的费用。 Pro会员将获得额外的福利,包括免费送货。

TrustPilot

TrustScore 4.5 | 7,300多个评论

阿里·H.

发货快,包装精良。Leatherman 工具手感非常高档和坚固。

1天前

Neha S.

整个订购过程中沟通顺畅。产品完美。

2 周前

全球购物,通过 Desertcart 享受优惠
物有所值
各种产品的价格具有竞争力
全球购物
为 100 多个国家的数百万购物者提供服务
增强保护
深受全球购物者喜爱的值得信赖的支付方式
客户保证
深受全球购物者喜爱的值得信赖的支付方式。
沙漠车应用程序
随时随地随时随地购物。
MOP$1403

关税和税费包括

Macau店铺
1
免费退货

30天对于 PRO 会员用户

15天无会员资格

安全交易

向AI询问此产品

TrustPilot

TrustScore 4.5 | 7,300多个评论

Neha S.

整个订购过程中沟通顺畅。产品完美。

2 周前

Anjali K.

产品质量出色。正是我的工作所需要的。

1 个月前

Opengl Programming Guide The Official Guide To Learning Opengl Versions | Desertcart Macau