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Blender Master Class: A Hands-On Guide to Modeling, Sculpting, Materials, and Rendering
By Ben Simonds
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More OpenGL Game Programming
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By Dave Astle Published November 2005 List Price: Amazon.com Sales Rank: 906,093 Availability: Usually ships in 24 hours Summary: "More OpenGL Game Programming" covers using OpenGL extensions, vertex and fragment programs, special effects, model animation, and more. It includes coverage of shaders, an important new addition to OpenGL. Building upon the foundation laid in "Beginning OpenGL Game Programming", this book offers coverage of intermediate to advanced topics. "More OpenGL Game Programming" is geared towards readers who have an intermediate understanding of game and graphics programming. A majority of the content of the book is not platform-specific, in keeping with the multi-platform API of OpenGL. The methods covered will focus on those that are used in commercial games. More information can be found on the book's website at http://glbook.gamedev.net/
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2 Comments
Even if you don't code in OpenGL this book can help you because in addition to code it covers theory and algorithms which can be applied to any API. The book just uses OpenGL as an API of choice to apply the theories discussed in the book.
However, in my opinion, a few of articles could have been written with greater detail. atimes mentioned about normal-mapping. Yes, there is the article about it but... it doesn't even explain how to get tangent-space vectors! What is actually the first step for everyone who is getting involved in normal-mapping.
Despite such issues it is a good book which every OpenGL-coder should have.