We try to keep our books accurate, but sometimes mistakes creep in. This page lists the errors submitted by our astute readers. If you've found a new error, please submit it.

The latest version of the book is P1.0, released about 1 year ago. If you've bought a PDF of the book and would like to upgrade it to this version (for free), visit your home page.

Key: Typo Tech. Error Suggestion Not a problem Next edition

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(To find out what version you have, look at the copyright page, a few pages in from the front of the book. If it says (say) 'Second Printing', then here it'll be P2.0. If there are interim PDF releases in that printing, they'll be 2.1, 2.2, and so on.)

PDF Paper Description Found in Fixed in
1
#52162: - You don't speak about the default coordinate system (0,0,0) in center of the screen. - You don't speak about the default scale of coordi...more...
P1.0
10-Jul-13
41
#52628: In the subchapter "Uploading and Compiling the Shader Source Code" the code-block "glCompileShader(shaderObjectId);" isn't marked as the other...more...
P1.0
12-Sep-13
47
#52450: In the validateProgram() method, call to glGetProgramInfoLog() should only be made iff InfoLogLength > 0 as illustrated below: Lo...more...
P1.0
25-Aug-13
107
#53001: On page 104 the projection matrix is described. Comparing with the implementation of the various elements on page 106 and 107 you will find t...more...
P1.0
01-Oct-13
148
#76526: Possibly modify Figure 43 to use the xz axes. The figure currently shows a unit circle in the xy plane, but in the description that follows...more...
P1.0
10-Mar-14
211 202
#52999: The text says that we have time in nanoseconds, so we need to divide by TRILLION (10 ^ 12) to get seconds. That's clearly a mistake, as we sho...more...
P1.0
30-Sep-13
211
#52615: In the last sentence of the paragraph: "To do this, we can take the difference between the current system time and globalStartTime, and sin...more...
P1.0
10-Sep-13
221
#76268: The code where you unbind the texture after we are finished, the book currently has it as glBindTexture(GL_TEXTURE_2D, 0); Because we ar...more...
P1.0
07-Jan-14
238
#76872: final float yPosition = (float)Color.red(pixels[(row*height) + col]) / (float)255; it's working with the same width and height, but it's...more...
P1.0
18-Jun-14
259
#76267: Hi there! If you take a look at the code for Heightmap.java, when you are trying to clamp the co-ordinates to ensure that you don't access ...more...
P1.0
07-Jan-14