Heh, there's a bunch of old stuff on my shelf, mostly useless by today's standards, and certainly nothing I've actually touched in the last six years:
Flights of Fantasy - A good book for beginning programmers detailing things like palettes, bitmaps, and all manner of 2D and 3d primitives. Includes the source for a flight sim detailed in the book.
Bitmapped Graphics Programming in C++ - An extremely useful book for understanding bitmap file formats and how to read and write them. Contains full source to read and write goodies like gif, lbm, tga, tiff, bmp, pcx, etc.
Teach Yourself... Assembler - A shitty book, but a shitty book on ASM, so it's on the shelf.
Zen of Graphics Programming - Another extremely useful book that picks up where Flights of Fantasy drops off. Loads of good stuff on texture mapping and 3D stuff, along with when and where to optimize your graphics code.
Teach Yourself Game Programming in 21 Days - Moderately interesting tome detailing general concepts like tile maps, boundary detection, and sprites. Won't make you an expert, but it may fill in some gaps in your knowledge.
Secrets of the Game Programming Gurus - See above. Written by the same team, more or less.
Inside 3D Studio 3 - Okay, now I'm showing my age Once upon a time I was big into rendering and stuff, so there.
Assembly Programming for Microcomputers - Covers x86 and Motorola stuff. Much better than the other ASM book, and is actually readable
DOS Programmers Reference - The holy grail of DOS programming. Over 1000 pages detailing every known aspect of DOS from file I/O to EMS/XMS and printer access. Has snippets of ASM and C for just about everything. I swore by this book for many years.
Various C/C++ reference books - Before the net, this is what we used
Sadly, I've sold, donated, or tossed the vast majority of my programming books, including some dicey pieces on modem protocol programming, IBM XGA adapter references, TSR programming, EMS/XMS memory management (which is actually far easier to program than anyone could ever realize), driver and operating system design, OCR and scanner interfaces, and a bunch of other stuff I've forgotten about.
All this stuff came in handy in the pre-FB era when I was working on BBS software along with cracks, trainers, and intros/cracktros and other oddities. Once I got my hands on Allegro, I was ready to rumble