---
product_id: 132321574
title: "Computer Graphics Programming in OpenGL with C++"
brand: "v. scott gordon phdjohn l. clevenger phd"
price: "$163.66"
currency: USD
in_stock: true
reviews_count: 11
url: https://www.desertcart.us/products/132321574-computer-graphics-programming-in-opengl-with-c
store_origin: US
region: United States of America
---

# Computer Graphics Programming in OpenGL with C++

**Brand:** v. scott gordon phdjohn l. clevenger phd
**Price:** $163.66
**Availability:** ✅ In Stock

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- **What is this?** Computer Graphics Programming in OpenGL with C++ by v. scott gordon phdjohn l. clevenger phd
- **How much does it cost?** $163.66 with free shipping
- **Is it available?** Yes, in stock and ready to ship
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## Description

Computer Graphics Programming in OpenGL with C++

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## Customer Reviews

### ⭐⭐⭐⭐⭐ 5.0 out of 5 stars







  
  
    Concise overview of OpenGL w/Shaders
  

*by R***N on Reviewed in the United States on November 11, 2019*

For the price, this is a really good overview of modern OpenGL programming with shaders. The book does not go into much detail on anything, whether 3D math, shader syntax, modeling, whatever. There are entire books devoted solely to those topics which you will need to read to really do 3D graphics programming. What this book *does* do is touch on most of the salient features and processes of 3D programming and the modern OpenGL pipeline, providing sufficient background information that you can get a sense of what is needed to program in 3D. For example, Chapter 3 discusses local and world space, touches on dot and cross products, and briefly describes the uses of matrix math. Quaternions are mentioned as a footnote. Enough to give you a quick idea of what you don't know, before you wander off and immerse yourself in the 750-page tome that you'll need to read to truly understand 3D math. The same is true for the other chapters. The chapter on modeling, as another example, after showing how to programmatically model a torus, describes in 3 pages how you'd use Blender to create a real model, and spends a few more pages going over the basics of OBJ format. Anyone who has used Blender before knows that you're not going to be making CGI monsters for Hollywood after reading three pages of Blender intro.The only quibble I have with this book is that it is targeted primarily towards Windows programming. So much so that even the code examples use '\' backslashes for the include files, which violates the C++ standard (even Visual Studio defaults to forward slashes.) As a Linux programmer that makes for extra work running a script to convert the backward slashes to forward ones. However, GLEW, GLFW, and the other libraries used are available on Linux, and the code samples I tried on the included CD compiled and ran using g++ and linking to those libraries, once i turned those slashes around as God and K&R intended. There's also very little C++ actually used in the examples, mostly just std::vector and a few inherited classes. Even those aren't referenced with 'const &' or anything for efficiency. The authors frequently mention their "other book" that covers the same topic in Java, and you quickly get the feeling that they're Java programmers begrudgingly being forced to write this C++ one. As the OpenGL library uses a C API anyway, it doesn't really matter. I didn't take a star off because I'm a C++ and Linux snob.

### ⭐⭐⭐⭐⭐ 5.0 out of 5 stars







  
  
    Great book
  

*by A***I on Reviewed in the United States on December 20, 2020*

As a neofit in computer graphics I want to say this book is great. Reader is supposed to be somehow familiar with C++ and linear algebra (at least little bit). I'm more than satisfied with explanation level given in this book for all topics. The book doesn't show you some super advanced techniques for lighting or shadow model etc. but gives you a simple implementation what seems to be very good to start.Setting your environment up is also explained very well in one of appendix at the end of this book. It took for me about 15 minutes to set up everything necessary for playing with examples. All examples are grouped by chapters and in order to run one you just need to copy all files from example to your project and you good to go.

### ⭐⭐⭐⭐⭐ 5.0 out of 5 stars







  
  
    Great OpenGL Book
  

*by T***L on Reviewed in the United States on October 13, 2019*

This book is good. I really liked the way the authors approached the subject. Very straight forward and they give just enough background on subjects so if you need to refresh yourself on something it is easy to lookup. They also don't just leave you hanging either by assuming you know every aspect of a subject, but they aren't "dumb-ing" it down either. It's a good balance. Honestly, I think the red book has better in-depth explanations (it is a technical reference), but I prefer this book to both the red book and any version of the "superbible". If you only get one book on OpenGL, I'd get this one, if you can get two then buy this one and the red book.I also forgot to mention the code. The code examples are clear, and so far they all seem to actually work. The authors also explain what the samples are doing - this is fantastic because not every author puts in the time to do that. I highly recommend this book.

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*Product available on Desertcart United States of America*
*Store origin: US*
*Last updated: 2026-02-22*