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Product details

File Size: 46682 KB

Print Length: 560 pages

Simultaneous Device Usage: Up to 5 simultaneous devices, per publisher limits

Publisher: Addison-Wesley Professional; 2 edition (February 28, 2014)

Publication Date: February 28, 2014

Sold by: Amazon Digital Services LLC

Language: English

ASIN: B00IPIYA64

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Amazon Best Sellers Rank:

#532,778 Paid in Kindle Store (See Top 100 Paid in Kindle Store)

If your looking for a book that leads you through the creation of an OpenGL project using OpenGL 3, then this isn't it. However, it does have some examples for each concept that it talks about; and does explain the concepts very well. I just like going through an OpenGL project like many other books do because I've noticed that technical manuals really don't go through the caveats of certain approaches and don't focus on optimizing the code. Overall though, it does give you enough to implement OpenGL 3 techniques on your own.

Excellent. Recommend reading this instead of the full/desktop OpenGL book.

I liked the examples. I havn't yet tried the iOS ones just the Android.

Got a "this book not enabled for searching" and returned it. Searching is one of my top reasons for buying a Kindle Edition.

My wife and I bought the book with one purpose, we wanted to evaluate the ES 3.0 API to see if it would be a suitable replacement for many of the apps we are currently building in plain old OpenGL. ES 3.0 sounded exciting, with a new rendering pipeline, and neat new features. The book failed to help us actualize anything but theory.The GitHub page that hosts the sample files is frustrating. I gather that you are expected to manually recreate the repo's file structure but it is never explicitly stated - why not just provide the Git command to grab the whole repo?Directions on using the 3rd party software required to build the samples are equally bad. Even using the recommended PowerVR emulator, much of the installation directions in the book are outdated and incorrect. This problem could have been fixed if they hosted an installer which took care of deploying the correct files at the time of publication (Linux - we haven't tried it out on the WinTel side yet). After spending most of the afternoon second guessing the author's intent while trying to match it up with the realities of what is now available we have still not been able to build the first example project.Since attempting with Power VR and after a little research it's looking a little more promising with the Adrneo SDK.(For anyone else who already owns the book and might be having similar problems)Even if things had gone perfectly, passages in the book that provide extensive instruction on proper setup, are immediately followed by statements telling you that the operation will fail, with tips on what you can try to make it work (I'm not kidding here.)I get it, with the proliferation of OSs, IDEs, languages, and SDKs - programming is a fundamentally difficult topic to teach effectively to the masses, especially when you plan to do it by writing a one-size-fits-all book. That's my fundamental problem with the author's approach. If you cannot effectively instruct someone on setting up such a complex workstation for builds, extolling and explaining all of it's features is useless.

While it may read like a reference manual, there are many points to this book that are geared towards pragmatic examples. Many of which are not always clear by reading the API documentation for general OpenGL or OpenGLES, but are clarified by the simple program parts displayed in the book.One such useful example was in dual nature of glVertexAttribPointer. The pointer argument of this function call can act as either the pointer to a set of data you're to upload to the GPU (in non VBO state, glBindBuffer(GL_ARRAY_BUFFER, 0); etc) or a offset into the buffer of an already uploaded VBO. It seems finding both examples side by side is fairly uncommon, and it was refreshing to see an exhaustive array of useful examples using both vertex/index element buffer streaming (once per frame) and using VBOs.Advanced topics are touched upon at the end of the book with your typical Bump mapping, Environment mapping, particles etc. They are a bit fast and sparse so if you're looking for a math reason for "why" they're doing certain operations you may wish to consult a more "textbook" source such as Hearn and Baker. But really, I am surprised they fit as much as they did in to this book.This book even has a set of example codes that are downloadable from the publishers website. I have yet to give these a roll, but if they are anything as described they have full Android, IOS and PC examples.You're not getting a walk through in the creation/study of a larger project, like you might get in some game design books. But, I think the book serves it's intended purpose of teaching the new features available in OpenGLES 3.0, reviewing concepts that you may have missed in previous versions, and being a pragmatic example and reference guide for any graphics engineering professional.

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