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A good book, although difficult to define,
This review is from: Beginning OpenGL Game Programming, Second Edition (Paperback)
I started reading this book to fill the gaps left by another one about a similar topic (see my other reviews if you are curious) and, despite the fact that I did enjoy it (and found it useful), I'm still perplexed about what it aimed to achieve.
Despite the title (and as the shrewd reader would have already inferred by its size in pages), this book cannot possibly cover all aspects of graphic engine developing for game programming, neither can provide a complete introduction to OpenGL.
It is instead a gentle introduction to OpenGL with special care to techniques which might be particularly valuabe for game developing (like text rendering), covering topics that range from the setup of a context in Windows (the code for Linux is provided in the attached CD) to the basics of GLSL and Phong lighting, enriched with review questions and exercises.
Although the code in this book might look sparse and the explanations a way too brief for the sheer number and complexity of topics it deals with, it is worth noting that the author writes under the assumption that the keen reader will study and eviscerate the code in the enclosed CD (I didn't) and explains just the minimum, confident that you will do your homework and fill in the gaps.
Due to the year of publication, the OpenGL version used as a reference is the rather old 3.0, but the author makes a very good job in using the deprecated features to smooth the learning curve, while also carefully marking each one as such, so it's probably for the best. Also a welcome side effect is that you will pick some of the old OpenGL API on the way, which are both still used and nice to know.
All in one a good introductory text that, employing a very pragmatic approach, mixes the OpenGL API and some useful graphic techniques.