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Rating: Summary: Absolutely Brilliant! Review: I highly recommend this book. Reading through the introduction, the author states an 'educational slant' to the design and construction of the code within the book. This is important to keep in mind, as there is a trade off to keep the book more illustrative of the 3D pipeline design process.Recommended for anybody who wants to further their knowledge of not just Linux, but to the entire 3D process on the computer. An excellent addition to his primer on Linux 3D.
Rating: Summary: Not very advanced. Review: The "Advanced Linux 3D Graphics Programming" is the second volume in the set of books written by author Norman Lin. The title "advanced" is rather crudely portrayed in the examples the author has written. Many of the examples are based off true cross-platform development which adds hundreds of lines of not needed code considering the book was supposed to be for linux. The "advanced topics" include texture-mapping, lighting, fog, and several other components which sound impressive at first however the examples given are rather long in code-size, and don't get straight to the point of what the example does. I was rather disapointed that the lighting section had no real details on the math behind it all. From the title of the book, one would assume you would be programming 3d graphics in linux, however the author spends 60% of the book talking about Blender and World Foundry. Those programs should have been in a separate book rather then used as filler so the author could make several extra bucks on a new book. The examples are all using the GLUT SDK for MesaGL (OpenGL for Linux) which doesn't teach you about true linux X11 initialization. I think this was a big disapointment, and would not recommend this book.
Rating: Summary: Absolutely Brilliant! Review: The "Advanced Linux 3D Graphics Programming" is the second volume in the set of books written by author Norman Lin. The title "advanced" is rather crudely portrayed in the examples the author has written. Many of the examples are based off true cross-platform development which adds hundreds of lines of not needed code considering the book was supposed to be for linux. The "advanced topics" include texture-mapping, lighting, fog, and several other components which sound impressive at first however the examples given are rather long in code-size, and don't get straight to the point of what the example does. I was rather disapointed that the lighting section had no real details on the math behind it all. From the title of the book, one would assume you would be programming 3d graphics in linux, however the author spends 60% of the book talking about Blender and World Foundry. Those programs should have been in a separate book rather then used as filler so the author could make several extra bucks on a new book. The examples are all using the GLUT SDK for MesaGL (OpenGL for Linux) which doesn't teach you about true linux X11 initialization. I think this was a big disapointment, and would not recommend this book.
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