: Often considered the spiritual successor for high-performance graphics, also available from InformIT .
User: GlintShader >> You reached Chapter 21.
: Modern techniques for texture mapping, using framebuffer objects for off-screen rendering, and managing various buffer object types like Vertex Array Objects (VAOs) and Uniform Buffer Objects (UBOs) .
Learn persistent mapped buffers for zero-copy performance, and how to debug with glObjectLabel and glDebugMessageCallback .