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Comment on Michael Abrash's Graphics Programming Black Bookparent

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I imagine you have already read the "red book" (Open GL Programming Guide) that pops on every search for "good OpenGL book" and are not satisfied?

Then I'd advice either reading a general rendering book or some GPU docs depending on your finding the book too easy or too hard.

You're recommending a book that gets 2.5 stars on Amazon?

http://www.amazon.com/OpenGL-Programming-Guide-Official-Lear...

When I googled it, the red book was not recommended. OpenGL 3.x has many changes that aren't covered?

http://www.gamedev.net/topic/601531-best-book-to-teach-openg...

[Update] Here are three good references that I extracted:

http://nopper.tv/norbert/opengl.html

http://www.amazon.com/Beginning-OpenGL-Programming-Second-Ed... -- Mixed reviews

http://www.amazon.com/OpenGL-SuperBible-Comprehensive-Tutori...

Red book is following the current version. I believe they had 3.x edition for a while. Anyways, why you'd care about 3.x if you are targeting iPhone/Android?

Well, iOS 7 does support OpenGL 3.0 ES. If I'm starting now, why wouldn't I want to target it? By the time, I'm done with my first app, iOS 7 will be on over 80% of the iOS devices.

I checked and Android 4.3 supports 3.0. KitKat's low memory support should mean that even new cheaper phones will get Android 4.4 in the near future.

OpenGL 3.0 and OpengGL ES 3.0 are different APIs, with later based on a subset of OpenGL 2.x as same as OpenGL ES 2.0.

OpenGL 3.x seems like a dead end IMHO. I only follow the Kronos group antics as a spectator, so I might be completely wrong but it seems the 4.x is trying to clean the mess of 3.0 and not building over it. It could also be the reason the 3.x redbook did not get enough Amazon stars for your satisfaction.

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