OpenGL ES 2.0 Programming Guide

Nonfiction, Computers, Application Software, Computer Graphics
Cover of the book OpenGL ES 2.0 Programming Guide by Aaftab Munshi, Dan Ginsburg, Dave Shreiner, Pearson Education
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: Aaftab Munshi, Dan Ginsburg, Dave Shreiner ISBN: 9780132701792
Publisher: Pearson Education Publication: July 24, 2008
Imprint: Addison-Wesley Professional Language: English
Author: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
ISBN: 9780132701792
Publisher: Pearson Education
Publication: July 24, 2008
Imprint: Addison-Wesley Professional
Language: English
OpenGL ES 2.0 is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. With OpenGL ES 2.0, the full programmability of shaders is now available on small and portable devices—including cell phones, PDAs, consoles, appliances, and vehicles. However, OpenGL ES differs significantly from OpenGL. Graphics programmers and mobile developers have had very little information about it—until now.

In the OpenGL® ES 2.0 Programming Guide , three leading authorities on the Open GL ES 2.0 interface—including the specification’s editor—provide start-to-finish guidance for maximizing the interface’s value in a wide range of high-performance applications. The authors cover the entire API, including Khronos-ratified extensions. Using detailed C-based code examples, they demonstrate how to set up and program every aspect of the graphics pipeline. You’ll move from introductory techniques all the way to advanced per-pixel lighting, particle systems, and performance optimization. 

Coverage includes:
  • Shaders in depth: creating shader objects, compiling shaders, checking for compile errors, attaching shader objects to program objects, and linking final program objects
  • The OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniforms, varyings, precision qualifiers, and invariance
  • Inputting geometry into the graphics pipeline, and assembling geometry into primitives
  • Vertex shaders, their special variables, and their use in per-vertex lighting, skinning, and other applications
  • Using fragment shaders—including examples of multitexturing, fog, alpha test, and user clip planes
  • Fragment operations: scissor test, stencil test, depth test, multisampling, blending, and dithering
  • Advanced rendering: per-pixel lighting with normal maps, environment mapping, particle systems, image post-processing, and projective texturing
  • Real-world programming challenges: platform diversity, C++ portability, OpenKODE, and platform-specific shader binaries

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
OpenGL ES 2.0 is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. With OpenGL ES 2.0, the full programmability of shaders is now available on small and portable devices—including cell phones, PDAs, consoles, appliances, and vehicles. However, OpenGL ES differs significantly from OpenGL. Graphics programmers and mobile developers have had very little information about it—until now.

In the OpenGL® ES 2.0 Programming Guide , three leading authorities on the Open GL ES 2.0 interface—including the specification’s editor—provide start-to-finish guidance for maximizing the interface’s value in a wide range of high-performance applications. The authors cover the entire API, including Khronos-ratified extensions. Using detailed C-based code examples, they demonstrate how to set up and program every aspect of the graphics pipeline. You’ll move from introductory techniques all the way to advanced per-pixel lighting, particle systems, and performance optimization. 

Coverage includes:

More books from Pearson Education

Cover of the book Ruby by Aaftab Munshi, Dan Ginsburg, Dave Shreiner
Cover of the book The PlayBook by Aaftab Munshi, Dan Ginsburg, Dave Shreiner
Cover of the book Study Skills for Science, Engineering and Technology Students by Aaftab Munshi, Dan Ginsburg, Dave Shreiner
Cover of the book Bounce by Aaftab Munshi, Dan Ginsburg, Dave Shreiner
Cover of the book Microsoft Dynamics CRM 4 Integration Unleashed by Aaftab Munshi, Dan Ginsburg, Dave Shreiner
Cover of the book Quality Code by Aaftab Munshi, Dan Ginsburg, Dave Shreiner
Cover of the book Pricing Cycles and Market Movements by Aaftab Munshi, Dan Ginsburg, Dave Shreiner
Cover of the book Social Location Marketing by Aaftab Munshi, Dan Ginsburg, Dave Shreiner
Cover of the book Mac OS X 10.6 Snow Leopard by Aaftab Munshi, Dan Ginsburg, Dave Shreiner
Cover of the book Eclipse by Aaftab Munshi, Dan Ginsburg, Dave Shreiner
Cover of the book Spotting Investment Trends by Aaftab Munshi, Dan Ginsburg, Dave Shreiner
Cover of the book Working at a Small-to-Medium Business or ISP, CCNA Discovery Learning Guide by Aaftab Munshi, Dan Ginsburg, Dave Shreiner
Cover of the book Option Trading Loss Recovery Strategies by Aaftab Munshi, Dan Ginsburg, Dave Shreiner
Cover of the book Selling Blue Elephants by Aaftab Munshi, Dan Ginsburg, Dave Shreiner
Cover of the book Software Change Management by Aaftab Munshi, Dan Ginsburg, Dave Shreiner
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy