---
product_id: 2709877
title: "Interactive Computer Graphics: A Top-Down Approach With Shader-Based Opengl"
price: "€ 248.70"
currency: EUR
in_stock: true
reviews_count: 8
url: https://www.desertcart.at/products/2709877-interactive-computer-graphics-a-top-down-approach-with-shader-based
store_origin: AT
region: Austria
---

# Interactive Computer Graphics: A Top-Down Approach With Shader-Based Opengl

**Price:** € 248.70
**Availability:** ✅ In Stock

## Quick Answers

- **What is this?** Interactive Computer Graphics: A Top-Down Approach With Shader-Based Opengl
- **How much does it cost?** € 248.70 with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.at](https://www.desertcart.at/products/2709877-interactive-computer-graphics-a-top-down-approach-with-shader-based)

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## Description

This book is suitable for undergraduate students in computer science and engineering, for students in other disciplines who have good programming skills, and for professionals. Computer animation and graphics–once rare, complicated, and comparatively expensive–are now prevalent in everyday life from the computer screen to the movie screen. Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL, 6e, is the only introduction to computer graphics text for undergraduates that fully integrates OpenGL 3.1 and emphasizes application-based programming. Using C and C++, the top-down, programming-oriented approach allows for coverage of engaging 3D material early in the text so readers immediately begin to create their own 3D graphics. Low-level algorithms (for topics such as line drawing and filling polygons) are presented after readers learn to create graphics.

Review: really helpful for a CG undergraduate - really helpful for a CG undergraduate
Review: Five Stars - good

## Technical Specifications

| Specification | Value |
|---------------|-------|
| Best Sellers Rank | #3,114,277 in Books ( See Top 100 in Books ) #50 in OpenGL Software Programming #1,072 in Computer Graphics #6,067 in Computer Graphics & Design |
| Customer Reviews | 4.4 out of 5 stars 16 Reviews |

## Images

![Interactive Computer Graphics: A Top-Down Approach With Shader-Based Opengl - Image 1](https://m.media-amazon.com/images/I/51oYm-H6reL.jpg)

## Customer Reviews

### ⭐⭐⭐⭐⭐ really helpful for a CG undergraduate
*by L***Y on July 9, 2021*

really helpful for a CG undergraduate

### ⭐⭐⭐⭐⭐ Five Stars
*by T***N on December 11, 2016*

good

### ⭐⭐⭐ Code Quality Could Be Improved
*by J***N on April 11, 2012*

Good: I thought that this book was quite good explaining the theory of computer graphics while using OpenGL (Core Profile) for the API for the practical side of things. I really liked the fact that the core profile of OpenGL was used for the code examples. This is definitely the way to go for OpenGL. The fixed function pipeline is on its way out. Also I'm glad the author discussed shaders and buffers so early on in the book rather than use a wrapper library. The book contains excellent exercises for students to answer, although I didn't really go into them. Bad: Since OpenGL was used after the theory was explained I felt I needed to read up further on the OpenGL commands from the OpenGL website as a reference. I had some trouble in getting the code to work on Windows 7 64 bit using MS visual studio 2010 express edition. I ended up downloading the latest versions of glew and freeglut rather than using the libraries that the author had packaged in a zip file with his code. I also had to fix a bug in the code that read from the shader files. There are a few other mistakes too regarding offsets of buffer data in vertex array objects. The code example of bump mapping is just plain wrong and I haven't got it to work yet. The author does give me a framework to use for setting up OpenGL but code examples should always work and not be so difficult to setup. I really wish the author had put just a little more effort with some of it. The book is a little expensive too. It's double the price of some other books on the market on the same subject e.g. OpenGL Superbible 5th Ed which I also own (although that book is just plain terrible with use of a wrapper library for vertex arrays, at least its code works right off the bat). As a side note, I had to put the line glewExperimental = GL_TRUE; just before the glewInit() function call before things worked. I'm not sure if this is because of my version of Windows or not. Overall, I give three stars as the theory was really good though I felt at this price the quality of the code was lacking.

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*Product available on Desertcart Austria*
*Store origin: AT*
*Last updated: 2026-06-02*