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Customer Review

on 3 November 2013
This pleasantly thin book covers the basics of building a scene using both traditional and modern OpenGL. The distinction between the two is clearly drawn, and there's a welcome bias towards the new methods. GLSL is well covered at the language level, although functions are briefly introduced on an as-needed basis. Texures and lighting get a lot of attention, with brief forays into environment mapping, reflections, collision detection, fonts, and model loading: everything a budding OpenGL programmer needs. There's even a chapter on the specific hassles associated with developing on Microsoft Windows.

Throughout it all, the writing style is clear and fluid, without undue repetition or obssessively covering everything that a particular section of OpenGL has to offer (I'm looking at you, 8th edition Red Book).

For all this, though, there's very little about *games*. This is, after all, a book on OpenGL game programming, and that coverage is surprisingly lightweight.

However, even with that criticism, the sheer quality and pacing of the book, combined with complete examples on the accompanying CD, make this a superb tutorial for experienced programmers new to graphics programming, or even just people looking for an update from OpenGL 2.1. The succinctness is also very welcome: I'm too used to graphics books that use the word 'graphics' as an excuse to produce yet another back-breaking tome, so squeezing so much into 350 pages is an acheivement.
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