Game Development Reference
In-Depth Information
equivalent book, but it is still a high-level math text and requires a lot of work by
the reader to understand everything. It's also a good reference book with lots of
C++ code, which isn't hard to convert to C# code. There are plenty of exercises
for the reader as well.
Computer Graphics: Principles and Practice in C (2nd Edition) (ISBN-13: 978-
0201848403) by James D. Foley, Andries van Dam, Steven K. Feiner, and John
F. Hughes
If you wanted to write your own version of OpenGL, this would be the topic to
follow. It's an excellent reference book with a very broad scope, and code
examples are provided in C. It covers principles such as the different ways to
represent color, how monitors work, line drawing algorithms, how to write a
rasterizer, and so on. The principles of computer graphics are unchanging, but
the topic is starting to show its age. It has little to say on shaders and modern
graphics hardware, but quite a lot to say on systems that are no longer heavily
used such as PHIGS (an API that OpenGL overtook).
OpenGL
There are two major topics that cover OpenGL, and they're known as the Red
Book and the Orange Book. The red book covers the standard OpenGL library,
and the orange book covers shaders using the OpenGL shading language GLSL.
OpenGL Programming Guide: The Official Guide to Learning OpenGL (ISBN-
13: 978-0321552624) by Dave Shreiner
This is the red book, and it covers all the OpenGL basics, noting which parts of
OpenGL have changed in the latest versions. The examples are in C++, but
nearly all the OpenGL calls are the same in C# and therefore can be copied over.
OpenGL Shading Language 3rd Edition by Randi J. Rost, Bill Licea-Kane, Dan
Ginsburg, John M. Kessenich, Barthold Lichtenbelt, Hugh Malan, and Mike
Weiblen
This is the orange book, and it covers the more modern shader-driven approach
to OpenGL. The topic uses GLSL, but once you understand one shading
language, it's very easy to move to another as they are all quite similar.
 
 
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