Part IBasic Concepts

Contrary to what you may have heard, 3D graphics programming with OpenGL (or any other 3D API for that matter), is not all about the shaders. Quite a bit of work must be done on the client side, be it with C, C++, C#, JavaScript, and so on, to manage those shaders and to feed them geometry, transformation matrices, and other miscellaneous goodies.

Part I of this book is really a tutorial—a 3D graphics programming tutorial, from almost first principles, and of course built on OpenGL, the industry standard for real-time 3D graphics rendering.

Shader programming is very exciting, but this book is not intended to be a shader programming book. In fact, knowing how to write great shaders gets you nowhere without the knowledge of ...

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