Because the book was published in 2016, some of its libraries and build instructions are indeed a bit dated. However, the core knowledge—the shader concepts, the rendering techniques, the DSA model—is timeless and fundamental. Consider these points from the community:

Happy rendering.

You can now modify buffer objects, textures, and framebuffers directly using object IDs, without altering the active global context binding. This leads to cleaner code and fewer state-leak bugs. 3. AZDO (Approaching Zero Driver Overhead)

To read the book legally or access the absolute latest official errata and support:

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