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SuperBible corrections, errata and bugs

2010 November 26
by Daniel

Any programming textbook undergoing significant change is likely to see a number of typos and minor mistakes creep in. You can post problems found with the OpenGL SuperBible to the SVN issues tracker on GoogleCode here:

http://code.google.com/p/oglsuperbible5/issues/list

You can also download updated and corrected versions of the code. I just posted my first issue there (issue 11)- a minor correction to the shader for the Gouraud lighting demo from chapter 6 – where the specular material component was not actually being used in rendering the final output.

I’ll update this page and/or the issue tracker with other errata/issues as I (or my students) find them. But I have to say that using GoogleCode to host the book code and samples is a smart idea – making updates and corrections after going to press a lot easier.

Posted Issues

Unposted Issues

  • PBO blur demo appears to run slower when PBO path enabled, Chapter 8. This is the result on my NVidia based laptop & on the ATI machines in the lab, and is the opposite of what is expected. Have yet to really see what is going on, so not yet posted to the issue tracker.
  • Possible issues with FBO demo applications, Chapter 8. Could not get the PBO draw demo to compile in VS 2010, but not yet fully explored this. Student reports that PBO texture demo not displaying reflection on NVidia based OpenGL 3.3 machine at home – but works ok in labs.
2 Responses leave one →
  1. August 5, 2011

    “PBO blur demo appears to run slower when PBO path enabled”
    Same here. Upgrading the videocard from GeForce 9600gt to GTX 560Ti made the PBO path a lot faster (from like 240 fps to like 1100 fps).
    Thus it’s highly dependent upon the client hw.
    Also using BGRA with PBOs seems faster than RGBA, don’t know why.

  2. September 18, 2011

    Thanks Brian, that’s helpful to know.
    I’m afraid that other more pressing work overtook me on this – and I have yet to investigate this further, but there do seem to be a range of hardware and driver specific issues at play. But I did get a reminder to use the gl error checking as often as possible – it can highlight and catch functions that aren’t working, trapping some of those subtle issues that cause graphical glitches even when the program continues to run.
    Pixel Buffer Objects and Frame Buffer Objects can cause issues on a wide range of older hardware even where code compiles without complaint.

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