Rating:

(7 reviews)
Author: David Wolff
ISBN : B005GV32H6
New from $18.49
Format: PDF
Download Free Download OpenGL 4.0 Shading Language Cookbook for everyone book mediafire, rapishare, and mirror link This hands-on guide cuts short the preamble and gets straight to the point – actually creating graphics, instead of just theoretical learning. Each recipe is specifically tailored to satisfy your appetite for producing real-time 3-D graphics using GLSL 4.0. If you are an OpenGL programmer looking to use the modern features of GLSL 4.0 to create real-time, three-dimensional graphics, then this book is for you. Familiarity with OpenGL programming, along with the typical 3D coordinate systems, projections, and transformations is assumed. It can also be useful for experienced GLSL programmers who are looking to implement the techniques that are presented here.Download latest books on mediafire and other links compilation Free Download OpenGL 4.0 Shading Language Cookbook
- File Size: 2410 KB
- Print Length: 342 pages
- Page Numbers Source ISBN: 1849514763
- Publisher: Packt Publishing (July 26, 2011)
- Sold by: Amazon Digital Services, Inc.
- Language: English
- ASIN: B005GV32H6
- Text-to-Speech: Enabled
X-Ray:
- Lending: Not Enabled
- Amazon Best Sellers Rank: #100,006 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
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in Books > Computers & Technology > Programming > Graphics & Multimedia > OpenGL - #32
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in Books > Computers & Technology > Programming > Graphics & Multimedia > OpenGL - #32
in Books > Computers & Technology > Graphic Design > 3D Graphics - #65
in Books > Computers & Technology > Computer Science > Information Theory
Free Download OpenGL 4.0 Shading Language Cookbook
I got a request from PACKT to review an OpenGL book they've published. It looked like a fun thing to do, so I said okay.
First off, this book is perfect for people who already know their way around OpenGL, but may not be too deep into shaders yet, and/or have some legacy bits in their engines.
The book does walk you through setting up a shader based application, and explains what kinds of support libraries you're going to need (always managing to pick the "other" lib than the ones I've used - they like glew more than glee, for instance - but the libs they picked still work as advertised, so I'm not saying they're bad choises. Oddly, there's no mention of SDL or SFML though), but knowing how OpenGL generally works as well as how the math generally works is taken for granted.
On the positive side you won't have to browse through hundred pages of basic matrix and vector math, or compilation basics, which I feel is a good thing.
After the basics the book gets to the fun stuff, explaining lighting, texture use, screen space trickery (like bloom and deferred shading), geometry shaders and tesselation, practical shadows (i.e, shadow mapping and PCT filters, but doesn't waste pages on anything "more advanced"), noise and some particle tricks.
All in all I think it's a rather good resource for anyone who wants to upgrade their OpenGL knowledge to more "modern OpenGL", dropping all legacy stuff, but it doesn't mean you don't still have to get your hands on the orange book.
By Sol_HSA
This book covers OpenGL Shading Language Core profile 4 and modern OpenGL usage. It does assume some familiarity with OpenGL and C++, which helps to cut down on a lot of introductory boilerplate. It's best to start reading from the beginning, as examples and recipes build on information from previous chapters and Wolff doesn't waste space repeating the same stuff over and over, which I really appreciated.
All of the examples use the newer OpenGL APIs, and there is some basic background information on how to use them. I found this useful for people like me who have been using the fixed-function API for so long. The examples also use OpenGL Mathematics (GLM), an Open Source toolkit for working with OpenGL-style vectors and matrices. I had been unaware of this toolkit, and I'll most likely be switching to it for my next project. Wolff's style is short and to the point and keeps things moving along.
The meat of the book are the recipes, covering a wide range of shading topics, including emulating the OpenGL 2.0 fixed function pipeline, image processing, soft shadows, synthetic texture generation, and particle systems. There is a lot of information here and it is well written, though it assumes the reader is not a complete novice. Be warned, this is NOT a book for beginners.
I had a couple of minor issues with the book. Most of the examples use C++ and the STL but in a few cases Wolff falls back to using malloc/free for temporary buffers. All of the recipes are based on using geometry, and even in the image processing section it is assumed we'll be processing a 3D scene. It would be nice to have some examples focused entirely on doing 2D image processing of images directly.
Those points are very minor though and in all I thought the book was exactly what I needed to bring my skills up to the most recent OpenGL and GLSL standards.
By Paul T. Miller
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