Errata
The errata list is a list of errors and their corrections that were found after the product was released. If the error was corrected in a later version or reprint the date of the correction will be displayed in the column titled "Date Corrected".
The following errata were submitted by our customers and approved as valid errors by the author or editor.
Color key: Serious technical mistake Minor technical mistake Language or formatting error Typo Question Note Update
Version | Location | Description | Submitted By | Date submitted | Date corrected |
---|---|---|---|---|---|
Other Digital Version | 1 code example |
Note from the Author or Editor: |
Anonymous | Apr 27, 2010 | |
Other Digital Version | 1 VertexSkinning code sample, RenderingBase::GenerateBoneData |
Bone generation of indexes is incorrect in the case when there are 9 matrix units (1st gen iPod) - in which case the { i0++;i1++;} code can overflow and produces '9' as a result in some cases. Note from the Author or Editor: |
Anonymous | May 18, 2010 | |
1 Last sentence under heading "Example 1-2. EAGL initialization in GLView.mm" |
This is the sentence which I think has the error. Note from the Author or Editor: |
Anonymous | Jul 17, 2010 | ||
Page 11 Bottom (last sentence) |
You state that Apple "advises against mixing UIKit with OpenGL" - this is entirely incorrect. I'm not 100% positive that it wasn't the case when you wrote this, but at this year's WWDC, they have been very clear that taking advantage of UIKit on top of your OpenGL view is something they encourage. Can't go into too much detail because of the NDA, but there were extensive demos to get this point across. Note from the Author or Editor: |
Anonymous | Jun 09, 2010 | ||
Printed | Page 13 Note |
The layer object is an instance of CAEGLLayer... Note from the Author or Editor: |
Anonymous | Sep 21, 2010 | |
Page 36 Bottom |
EAGLRenderingAPI api = kEAGLRenderingAPIOpenGLES2; Note from the Author or Editor: |
Kenny | Jun 05, 2010 | ||
Page 90 Top |
The array size is incorrect. Note from the Author or Editor: |
Anonymous | Jun 05, 2010 | ||
Page 99 2nd Paragraph |
I decided to follow the book and I was going to download WireframeSkeleton project. Note from the Author or Editor: |
Anonymous | Jun 06, 2010 | ||
Page 204 right before aside |
Using strstr isn't quite kosher. For example, checking for GL_ARB_shadow with strstr will bite you if you have GL_ARB_shadow_ambient. |
Philip Rideout |
Jan 23, 2011 | ||
Page 227 9th line from below |
(The explanation of the constant GL_FUNC_ADD) Note from the Author or Editor: |
Kazuya Abbey | Aug 07, 2010 | ||
Page 242 Example 6-10 |
There is no need to call glRenderbufferStorageOES as the space has already been allocated by the associated texture object. Thanks to Douglass Turner for catching this. |
Philip Rideout |
Jan 23, 2011 | ||
Printed | Page 255 1st & 2nd lines |
Sorry but I posted an error in my suggested correction to the 1st and 2nd lines on page 255. Note from the Author or Editor: |
Elliot | Jul 06, 2010 | |
Printed | Page 348 Fisrt line below Figure 8-7. |
OpenGL does expect it when you give it the image data for a cube map. Note from the Author or Editor: |
Kazuya Abbey | Nov 05, 2010 | |
Printed | Page 374 3rd line from the bottom |
the GPU can take the cross product of two edges Note from the Author or Editor: |
Kazuya Abbey | Nov 06, 2010 | |
Printed | Page 398 frustum function |
I had posted earlier in this errata that there was a rendering difference between the ES1 and ES2 versions of the example programs, and I explained how to illustrate this difference by setting up constants for the HelloCone project that make the discrepancy more obvious. I believe I have since figured out the root of the problem. In the function listed in the appendix: Note from the Author or Editor: |
Paul | Jul 15, 2010 | |
Page 401 United States |
There is a discussion on Stack Overflow about the function QuaternionT<T>::CreateFromVectors in the book's vector library, and whether the line with if (v0 == -v1) is in fact correct. The SO question is here: http://stackoverflow.com/questions/15355102/why-is-my-cube-distorted#comment21702236_15355102 Note from the Author or Editor: |
sebby | Mar 12, 2013 |