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GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation Review by Andrew Ryder
Pretty pictures
This book is targeted at people who have a good solid grasp of either OpenGL or D3D as well as a grounding in programming languages such as C/C++ or Java. While this much is obvious, the book is still painfully difficult to get anything useful out of.
The problem amounts to the fact that there is no cohesion between chapters - each one is written by a different author (and clearly they have not read each other's material) - there is no reference or introduction but worst of all, no common terms.
Example; What D3D calls a "pixel shader", OpenGL call "fragment shader", but there are also "vertex shader", "vertex program", "pixel program" and "fragment program"... some of these are the same thing while others are wildly different, but I found at least 4 references in this book to what I could only make sense of by substituting another term (the correct one). Each author has written their part from their own view point using their own terms.
The code snippets contained rarely have any comments or even descriptions of how they work.
Overall I generally felt like I was either reading someone's thesis or a marketing spiel about a particular aspect of some game.
There are many pretty pictures though.