Part IIIntermediate to Advanced Ideas

It’s time to go a bit deeper. If you’ve been reading this book in order, you’ve been getting not only an introduction to OpenGL, but also an introduction to basic 3D graphics programming principles. In fact, Part I, “Basic Concepts,” is pretty much everything you need to know about how to create real-time interactive 3D graphics. Coordinate systems, vertex transformations, primitive assembly, texture mapping, basic shader operation and programming—these are the bedrock of 3D graphics effects in games, simulation, visualization, and a myriad of consumer and commercial applications.

In this part of the book, we begin to tackle some of the more advanced features of the OpenGL API. Beyond the basics, it’s time ...

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