OpenGL ES 3.0 Programming Guide (2nd Edition)
K**Y
3D keeps getting better on mobile.
I needed to update my library, and this is a good addition.
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.
S**H
Five Stars
I liked the examples. I havn't yet tried the iOS ones just the Android.
M**A
It sells the goods, but it does a poor job delivering them
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 Even using the recommended PowerVR emulator, much of the installation directions in the book are outdated and incorrect.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.
K**A
Excellent book for those who already know the topic and what to see what is new in 3.0
This book is not a tutorial on OpenGL. You really need to already understand all the concepts of OpenGL, C style programming languages, and 3D programming in general before this book will be of any use to you. It is geared toward people who are ready to move from an older version to 3.0. We are not looking at a book that starts with a small sample and takes you to the end of a project. Instead the book takes each aspect of OpenGL 3.0 and covers it as a standalone topic.The back of the book covers what platforms support OpenGL 3.0 and have been tested with the contents of the book including Android 4.3, iOS 7+, Windows and Ubuntu Linux while setting up and using OpenGL on the platforms is not covered until chapter 16.Each chapter covers a small area and explains why things changed in the 3.0 version and why you would want to use the new way of doing things. A lot of areas have improved or have been optimized for 3.0 and doing things the old way will end up in subpar performance or a lot of extra code. If there are multiple ways to accomplish something in 3.0 the book covers them and tells you which way is the most common and why.While there is not a start to end project happening each section does have code examples to show real world usage of the example being presented. Since OpenGL is not simple it is handy to see the set up and tear down needed to use the feature being covered.The middle of the book is a full color quick reference section. There is no easy way to remove this section to use as a separate guide. It does have a link to a PDF you can download or you can purchase it as a laminated card from Amazon.This book contains very dense information. It explains how to get the most out of OpenGL ES 3.0 for those who are already familiar with older versions this difficult but powerful API. Your head will probably spin while reading some areas and it can be fun to read it aloud to family members to see if they can decipher anything you just said, so far they have been unable to in my household.My suggestion is to read a few sample chapters to see if it is helpful to you. This is very advanced text for an advanced topic and probably is not the book you want when you are just starting out.
J**.
Excellent. Recommend reading this instead of the full/desktop OpenGL book.
Excellent. Recommend reading this instead of the full/desktop OpenGL book.
S**N
good stuff
good stuff
R**S
Book is not enabled for searching
Got a "this book not enabled for searching" and returned it. Searching is one of my top reasons for buying a Kindle Edition.
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。
G**V
Five Stars
Quick Service and wonderful experience.
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.
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