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on 13 April 2007
I think the idea behind this book is excellent. The OpenGl Red and Blue books are not sufficient in my mind to bring the uninitiated into the world of OpenGl programming. This book provides great explanations that just don't exist in the Red book and is written to take the reader gradually through increasing complexity levels. As a result, I have learned a great deal through this book and refer to it constantly.

However, I was very dissapointed with the coded examples the book provides. There are way too many spelling mistakes, which is unacceptable when you're publishing a book containing coded examples. Why didn't the author try and actually compile the code before he put it in the book!? I would like to give this book a full 5-stars, but was unhappy that the book managed to make it to press containing so many mistakes. I hope they republish this book without the errors.
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on 31 October 2003
I searched the web for an introduction to OpenGL and the world of 3D gaming. I am an experienced programmer and so didn't want some long winded pain staking intro to the world of OpenGL - I wanted to quickly cover all basic principles involved. I certainly got that with this book ! It covers opengl and importantly - glut.h and it's functions as well. Forget NeHe (gaming developers site) as that doesn't have glut code for Windows ! - what takes NeHe 300 lines in VC++ this book can give you in 15 lines ! Within one day I had developed simple 2D apps with the ability to move the camera, resize, redraw, and to create animation. The next day I was onto 3D ! As I said this is so simple (if you're a C programmer). Although there are a few errors in his program code they're certainly easy to spot and rectify and probably mean you use your brain that little bit more and learn it that more thoroughly. I'd give it 5 stars but for the simple errors and the text's confusion between which coordinate systems we should be using and when.
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on 4 January 2011
What I've found when trying to learn new programming languages or API's is that coding examples are essential, and that's where this book fails horribly. Many of the examples require that you use code from other examples in the book, which quickly makes it confusing to quickly test and code something you just read about. Furthermore the examples are riddled with bad coding practices and spelling errors. I've spent way too much time fixing code because of this.
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on 18 December 2008
This book is by far the best quick reference for the OpenGL API. It's short, straight to the point, and avoids the usual bs you get with most reference books. Yes, there are a few spelling mistakes etc. in the code, but I've come to expect that in every programming book I read.

My only objection is that it doesn't delve into the really nitty gritty stuff; although there are other books out there which do this.

If you're interested in any kind of graphics or games programming, buy this! It'll be your friend for life.
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