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<?xml version="1.0" encoding="UTF-8"?>
<?oxygen RNGSchema="http://docbook.org/xml/5.0/rng/docbookxi.rng" type="xml"?>
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<preface xmlns="http://docbook.org/ns/docbook" xmlns:xi="http://www.w3.org/2001/XInclude"
    xmlns:xlink="http://www.w3.org/1999/xlink" version="5.0">
    <?dbhtml filename="About this Book.html" ?>
    <title>About this Book</title>
    <para>Three dimensional graphics hardware is fast becoming, not merely a staple of computer
        systems, but an indispensable component. Many operating systems directly use and even
        require some degree of 3D rendering hardware. Even in the increasingly important mobile
        computing space, 3D graphics hardware is a standard feature of all but the lowest power
        devices.</para>
    <para>Understanding how to make the most of that hardware is a difficult challenge, particularly
        for someone new to graphics and rendering.</para>
    <section>
        <title>Why Read This Book?</title>
        <para>There are many physical books for teaching graphics. There are many more online
            repositories of knowledge, in the form of wikis, blogs, tutorials, and forums. So what
            does this book offer that others do not?</para>
        <para>Programmability. Virtually all of the aforementioned sources instruct beginners using
            something called <quote>fixed functionality.</quote> This represents configurations in
            older graphics processors that define how a particular rendering operation will proceed.
            It is generally considered easiest to teach neophyte graphics programmers using the
            fixed function pipeline.</para>
        <para>This is considered true because it is easy to get something to happen with fixed
            functionality. It's simpler to make pictures that look like something real. The fixed
            function pipeline is like training wheels for a bicycle.</para>
        <para>There are downsides to this approach. First, much of what is learned with this
            approach must be inevitably abandoned when the user encounters a graphics problem that
            must be solved with programmability. Programmability wipes out almost all of the fixed
            function pipeline, so the knowledge does not easily transfer.</para>
        <para>A more insidious problem is that the fixed function pipeline can give the
                <emphasis>illusion</emphasis> of knowledge. A user can think they understand what
            they are doing, but they're really just copy-and-pasting code around. Programming thus
            becomes akin to magical rituals: you put certain bits of code before other bits, and
            everything seems to work.</para>
        <para>This makes debugging nightmarish. Because the user never really understood what the
            code does, the user is unable to diagnose what a particular problem could possibly mean.
            And without that ability, debugging becomes a series of random guesses as to what the
            problem is.</para>
        <para>By contrast, you cannot use a programmable system successfully without first
            understanding it. Confronting programmable graphics hardware means confronting issues
            that fixed function materials often gloss over. This may mean a slower start overall,
            but when you finally get to the end, you truly <emphasis>know</emphasis> how everything
            works.</para>
        <para>Another problem is that, even if you truly understand the fixed function pipeline, it
            limits how you think about solving problems. Because of its inflexibility, it focuses
            your mind along certain problem solving possibilities and away from others. It
            encourages you to think of textures as pictures; vertex data as texture coordinates,
            colors, or positions; and the like. By its very nature, it limits creativity and problem
            solving.</para>
        <para>Lastly, even on mobile systems, fixed functionality is generally not available in the
            graphics hardware. Programmability is the order of the day for most graphics hardware,
            and this will only become more true in the future.</para>
        <para>What this book offers is beginner-level instruction on what many consider to be an
            advanced concept. It teaches programmable rendering for beginning graphics programmers,
            from the ground up.</para>
        <para>This book also covers some important material that is often neglected or otherwise
            relegated to <quote>advanced</quote> concepts. These concepts are not truly advanced,
            but they are often ignored by most introductory material because they do not work with
            the fixed function pipeline.</para>
        <para>This book is first and foremost about learning how to be a graphics programmer.
            Therefore, whenever it is possible and practical, this book will present material in a
            way that encourages the reader to examine what graphics hardware can do in new and
            interesting ways. A good graphics programmer sees the graphics hardware as a set of
            tools to fulfill their needs, and this book tries to encourage this kind of
            thinking.</para>
        <para>One thing this book is not, however, is a book on graphics APIs. While it does use
            OpenGL and out of necessity teach rendering concepts in terms of OpenGL, it is not truly
            a book that is <emphasis>about</emphasis> OpenGL. It is not the purpose of this book to
            teach you all of the ins and outs of the OpenGL API.There will be parts of OpenGL
            functionality that are not dealt with because they are not relevant to any of the
            lessons that this book teaches. If you already know graphics and are in need of a book
            that teaches modern OpenGL programming, this is not it. It may be useful to you in that
            capacity, but that is not this book's main thrust.</para>
        <para>This book is intended to teach you how to be a graphics programmer. It is not aimed at
            any particular graphics field; it is designed to cover most of the basics of 3D
            rendering. So if you want to be a game developer, a CAD program designer, do some
            computer visualization, or any number of things, this book can still be an asset for
            you.</para>
        <para>This does not mean that it covers everything there is about 3D graphics. Hardly. It
            tries to provide a sound foundation for your further exploration in whatever field of 3D
            graphics you are interested in.</para>
        <para>One topic this book does not cover in depth is optimization. The reason for this is
            simply that serious optimization is an advanced topic. Optimizations can often be
            platform-specific, different for different kinds of hardware. They can also be
            API-specific, as some APIs have different optimization needs. Optimizations may be
            mentioned here and there, but it is simply too complex of a subject for a beginning
            graphics programmer. There is a chapter in the appendix covering optimization
            opportunities, but it only provides a fairly high-level look.</para>
    </section>
    <section>
        <?dbhtml filename="About Need.html" ?>
        <title>What You Need</title>
        <para>This is a book for beginning graphics programmers; it can also serve as a book for
            those familiar with fixed functionality who want to understand programmable rendering
            better. But this is not a book for beginning programmers.</para>
        <para>You are expected to be able to read C and reasonable C++ code. If <quote>Hello,
                world!</quote> is the extent of your C/C++ knowledge, then perhaps you should write
            some more substantial code before proceeding with trying to render images. 3D graphics
            rendering is simply not a beginner programming task; this is just as true for
            traditional graphics learning as for modern graphics learning.</para>
        <para>These tutorials should be transferable to other languages as well. If you can read
            C/C++, that is enough to understand what the code is doing. The text descriptions that
            explain what the code does are also sufficient to get information out of these
            tutorials.</para>
        <para>Any substantial discussion of 3D rendering requires a discussion of mathematics, which
            are at the foundation of all 3D graphics. This book expects you to know basic geometry
            and algebra.</para>
        <para>The tutorials will present the more advanced math needed for graphics as it becomes
            necessary, but you should have at least a working knowledge of geometry and algebra.
            Linear algebra is not required, though it would be helpful.</para>
        <para>The code tutorials in this book use OpenGL as their rendering API. You do not need to
            know OpenGL, but to execute the code, you must have a programming environment that
            allows OpenGL. Specifically, you will need hardware capable of running OpenGL version
            3.3. This means any GeForce 8xxx or better, or any Radeon HD-class card. These are also
            called <quote>Direct3D 10</quote> cards, but you do not need Windows Vista or 7 to use
            their advanced features through OpenGL.</para>
    </section>
    <section>
        <?dbhtml filename="About Organization.html" ?>
        <title>Organization of This Book</title>
        <para>This book is broken down into a number of general subjects. Each subject contains
            several numbered chapters called tutorials. Each tutorial describes several related
            concepts. In virtually every case, each concept is demonstrated by a companion set of
            code.</para>
        <para>Each tutorial begins with an overview of the concepts that will be discussed and
            demonstrated. At the end of each tutorial is a review section and a glossary of all
            terms introduced in that tutorial. The review section will explain the concepts
            presented in the tutorial. It will also contain suggestions for playing with the source
            code itself; these are intended to further your understanding of these concepts. If the
            tutorial introduced new OpenGL functions or functions for the OpenGL shading language,
            they will be reviewed here as well. Each tutorial ends with a glossary of defined
            terms.</para>
        <note condition="web">
            <title>Browser Note</title>
            <para>This website and these tutorials make extensive use of SVG images. Basic SVG
                support is in all major browsers except all Internet Explorer versions before
                version 9. If you are content with these versions of Internet Explorer (or unable to
                upgrade), consider installing the Google Chrome Frame add-on for IE8. This will
                allow you to see the images correctly.</para>
        </note>
    </section>
    <section>
        <?dbhtml filename="About Conventions.html" ?>
        <title>Conventions used in This Book</title>
        <para>Text in this book is styled along certain conventions. The text styling denotes what
            the marked-up text represents.</para>
        <itemizedlist>
            <listitem>
                <para><glossterm>defined term</glossterm>: This term will have a definition in the
                    glossary at the end of each tutorial.</para>
            </listitem>
            <listitem>
                <para><function>FunctionNames</function>: These can be in C, C++, or the OpenGL
                    Shading Language.</para>
            </listitem>
            <listitem>
                <para><varname>nameOfVariable</varname>: These can be in C, C++, or the OpenGL
                    Shading Language.</para>
            </listitem>
            <listitem>
                <para><literal>GL_ENUMERATORS</literal></para>
            </listitem>
            <listitem>
                <para><filename>Names/Of/Paths/And/Files</filename></para>
            </listitem>
            <listitem>
                <para><keycap>K</keycap>: The keyboard key <quote>K,</quote> which is not the same
                    as the capital letter <quote>K</quote>. The latter is what you get by pressing <keycombo>
                        <keycap>Shift</keycap>
                        <keycap>K</keycap>
                    </keycombo>.</para>
            </listitem>
        </itemizedlist>
    </section>
</preface>