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* 这**不是**一本 openGL 或 webGL 的书。OpenGL/webGL 是一个比GLSL 或 fragment shaders 更大的主题。如果你想要学习 openGL/webGL 推荐看: [OpenGL Introduction](https://open.gl/introduction), [the 8th edition of the OpenGL Programming Guide](http://www.amazon.com/OpenGL-Programming-Guide-Official-Learning/dp/0321773039/ref=sr_1_1?s=books&ie=UTF8&qid=1424007417&sr=1-1&keywords=open+gl+programming+guide) (也被叫做红宝书) 或 [WebGL: Up and Running](http://www.amazon.com/WebGL-Up-Running-Tony-Parisi/dp/144932357X/ref=sr_1_4?s=books&ie=UTF8&qid=1425147254&sr=1-4&keywords=webgl)
。
* 这**不是**一本数学书。虽然我们会涉及到很多关于线代和三角学的算法和技术,但我们不会详细解释它。关于数学的问题我推荐手边备一本:[3rd Edition of Mathematics for 3D Game Programming and computer Graphics](http://www.amazon.com/Mathematics-Programming-Computer-Graphics-Third/dp/1435458869/ref=sr_1_1?ie=UTF8&qid=1424007839&sr=8-1&keywords=mathematics+for+games) 或 [2nd Edition of Essential Mathematics for Games and Interactive Applications](http://www.amazon.com/Essential-Mathematics-Games-Interactive-Applications/dp/0123742978/ref=sr_1_1?ie=UTF8&qid=1424007889&sr=8-1&keywords=essentials+mathematics+for+developers)。