OpenGL ES 3.0 Programming Guide, 2e Paperback – 1 January 2014
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OpenGL ES 3.0 Programming Guide, 2e Paperback – 1 January 2014

4.2/5
Product ID: 515570877
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4.2

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G**V

Five Stars

Quick Service and wonderful experience.

K**O

コードだけなら無料です

サンプルコードがダウンロードできます。(タイトルで検索)読んでから購入されるか判断するのが良いと思います。

K**Y

3D keeps getting better on mobile.

I needed to update my library, and this is a good addition.

T**D

I read a few of the early chapters to refresh my memory and found it easy to read

I am quite knowledgeable of OpenGL ES 2.0 and purchased the Kindle Edition of 3.0 mainly for reference. I read a few of the early chapters to refresh my memory and found it easy to read, concise and well organized. I feel it was money well spent.

R**T

Careless and obscure - you have to already understand it to understand their explanation.

The use of language is very careless. Words like indices, vertex, buffer and array are used interchangeably and inconsistently, which makes them confusing because you never know if the are referring to something specific or a general concept. And sometimes wrong... a vertex is not a fragment, the devil is in the detail of their close connection. But that is the detail that should be exposed, not glossed over.The examples rely on default settings which they neglect to mention exist, even though they are essential to understanding how components are communicating. (And I think will fail on IOS)Very wordy explanations with tiring repetition, probably cut and paste from the manual, but then no deeper explanation. Constantly references things without ever defining them; such as targets.Although it does generally move forward, it is messy and rambling along the way; but you can't tell until you try to write your own code and realize how much detail is left out.You probably looked at some youtube videos, but now want a proper full explanation. Well this book is just another half explanation.It's quite common for someone who really understands something to be unable to put their mind into that of someone who does not; I think that's the problem here.

E**I

Reads like a reference manual

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.

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