- Paperback: 188 pages
- Publisher: AuthorHouse (2 Nov. 2004)
- Language: English
- ISBN-10: 142080362X
- ISBN-13: 978-1420803624
- Product Dimensions: 15.2 x 1.2 x 22.9 cm
- Average Customer Review: 4 customer reviews
- Amazon Bestsellers Rank: 682,773 in Books (See Top 100 in Books)
Learning Java Bindings for OpenGL (JOGL) Paperback – 2 Nov 2004
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Now high end 3D graphics programming is available to the large community of Java programmers. Java Bindings for OpenGL (JOGL) brings the traditional OpenGL libraries to Java programmers. All the power of OpenGL can be accessed from a Java environment. Learning Java Bindings for OpenGL (JOGL) is a book for beginners. Whether you are new to Java or just new to JOGL this book is designed to allow an easy learning curve. The book is filled with example code. Many books on OpenGL or 3D programming start with a chapter that is easy to follow and quickly progress to topics too advanced for beginners. This results in much frustration for new programmers. This book is for beginners, from cover to cover! Inside you'll find introductory information on GLCanvas objects, animations, drawing geometric primitives, matrices, first person 3D movement, lighting, textures and much, much more. This is all presented at a reasonable pace for beginning JOGL programmers.
About the Author
Gene Davis has been programming professionally since 1996 with many years of Java experience. He currently works in the programming industry, writes fiction and programming tutorials, and runs two websites: www.genedavis.com and www.genedavissoftware.com. He resides in Woods Cross, Utah with his wife and children.
Top customer reviews
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Update: If you manage to get current versions of JOGL running this book is actually OK as an introduction to openGL in Java. The code examples have to be changed a bit but the following tutorials should make it possible to follow the book:
The only problem is that jOGL has recently been updated so you will need to access the jOGL forums for up to date information, the links to the needed websites are also included in the book.
If you want to learn jOGL, I would definitely recommend getting this book.
Most helpful customer reviews on Amazon.com
When he does get to JOGL, he leaves it up to the reader to figure out how to install it -- a non-trivial matter particularly for beginners, his intended audience. Instead of providing an outline or at least a link to up to date installation method, he provides a link to someone else's site which contains an outdated version.
When you finally get to the content of the book, you are assaulted with examples. Examples are good, but the explanations here are mediocre. He often only explains a specific and very limited example leaving any creativity or real knowledge in a far of fantasy land of "the advanced JOGL programmer."
What's worse, the examples are constantly rehashing previous examples. Building on past work is great, but we don't need to see the past work over and over and over. Code presented in the first example gets reprinted in *every* example in the entire book. A third of the book must be reprints of that example. Good grief.
Though he aims for the "beginner" he mixes in unneeded and sometimes overly complicated routines. A prime example is his "centerWindow(...)" method. It does more than it claims (it also resizes the window in some cases) and does the centering in a way that is not going to be obvious to the beginner (shifting bits rather than multiplying ... yes, more efficient, but is it really neccessary here? NO).
The first three chapters of this book are online on the author's website (genedavissoftware.com). I recommend you read the first chapter (you'll get everything he teaches about JOGL) and skip buying this one.
The author deserves a little credit for trying to make the material more enjoyable; appropriate for a beginner book. However, he is too condescending and fails to present anything of particular value. Hopefully the next book will be a little more on target.
Chapter 1: Hello JOGL - Introduction to JOGL and a Hello World to test your installation. Installation can be difficult, so this is very useful information.
Chapter 2: Using What We've Seen - Introduces Cartesian coordinate system. Explanations of some methods used in JOGL applications.
Chapter 3: Animations - Animator is explained and shown in use. Slope of line explained. Circles and transformations discussed. Chapters 2 and 3 may seem very elementary if you are already familiar with computer graphics.
Chapter 4: Using Events with GLCanvas - Details some of the AWT events that are available when using JOGL components.
Chapter 5: Going 3D - Starts explaining 3D graphics in the context of JOGL.
Chapter 6: Drawing Geometric Primitives - Formally introduce geometric primitives. Also simple GLU quadrics and GLUT shapes are discussed.
Chapter 7: First Person Movement in 3D Space - Briefly touches on translation and then puts together what's been discussed thus far to show first person movement in JOGL.
Chapter 8: Lights - Ambient and diffuse lighting is explained. Materials for coloring as well as depth testing is explained.
Chapter 9: Textures - Creating textures from images. Loading PNGs and conversion for use by JOGL as textures. Sample code and explanations of how to modify it for other uses.
Appendix A: JOGL Online Resources - These are web resources that may give further insight into JOGL.
Appendix B: OpenGL Online Resources - These are web resources for OpenGL.
Appendix C: A Little Matrix Math - Details on matrix algebra which is necessary for computer graphics work.
The source code and texture files for the examples in the book are on the book's website. The source code is constantly being improved and updated.
Although this is a very short book, it does convey a great deal of information. There is plenty of example JOGL code and plenty of instructive diagrams. The author seems to follow the philosophy of the OpenGL Programming Guide. That is, he assumes this is not your first exposure to computer graphics, OpenGL, or Java programming, but that it is your first exposure to JOGL. He is therefore trying to harness your experience in these three areas and turn it into JOGL expertise. He makes heavy use of the web via the appendices for readers that need to know more and also uses the web as a distribution system for updates to his code. I highly recommend this book for anyone who already knows how to program in Java, and has had some previous experience with computer graphic programming and some exposure to OpenGL as a good introduction to programming with JOGL.