By the way, Eck's book at:
http://math.hws.edu/graphicsbook/
is REALLY helpful for learning WebGL.
Do you think that book is a good source to learn "traditional" OpenGL?
I wish there was a better cross-platform intermediate graphics API; Vulkan has a lot of challenges. Metal is very close but it's Apple-specific. Dawn/WebGPU/wgpu seems to be a nice fit in the middle, but it's still in development.
For a general graphics introduction I would recommend software renderer tutorials such as this JS one[1]. The problem that has made people split on whether to directly study modern OpenGL is that 1.x is much easier to configure because more parts of its pipeline are fixed-function. There are fewer lines of code involved and you have fewer episodes of "why doesn't it draw anything". Software rendering lets you get around that because you configure only exactly as much as you have built, and because you built it you understand it(to some depth). When you go to any current GPU API you have to grasp both what the hardware desires and the concepts you're looking for, and in practice the safest way to proceed is to very gradually build up and extend an example codebase so that you have a testing sandbox with easy to toggle modes for debugging, and then adapt that into the application.
[0] http://antongerdelan.net/opengl/
[1] https://kitsunegames.com/post/development/2016/07/11/canvas3...
[1] http://www.gabrielgambetta.com/client-server-game-architectu...
Later, I found another book, can't remember the author, which described even more things, like z-buffering and so on. Very interesting and very useful.
Don't worry too much about opengl vs direct x vs vulkan. There are underlying principles that apply broadly to both.
Alternatively if you want a book that goes more in depth, but still allows you to take your first steps, opengl programming guide 8th+ edition is good.
Expect it to require some patience no matter what route you take. Graphics programming is finnicky.
There are a ton of computer graphics intro books. Not so much on big-world architecture.
Region boundaries are a fascinating topic, see this for example: https://improbable.io/games/blog/distributed-physics-without...
But as Woody Harrelson would say, "let's keep it about Computer Graphics, people..." ;)
But: this looks really cool. I'm sending it to my brother who is a newbie programmer and wants to know about graphics.
You're correct about the source code. Perhaps I should make it easier to see or download.
>.....so this book covers their specific strenghts:
Reversed h and t in strengths.
so, are you going to release a print version? (i am one of the few who still love them)
do you plan on adding more chapters after rasterization?
No definite plan for a print version, but it could be fun, if nothing else to have a copy on my own shelf! There's a few sections I need to complete first, though.
I do have plans to add a few more chapters covering more advanced topics, but again, nothing definite.