Description
Product ID: | 9780321933881 |
Product Form: | Paperback / softback |
Country of Manufacture: | US |
Series: | OpenGL |
Title: | OpenGL ES 3.0 Programming Guide |
Authors: | Author: Aaftab Munshi, Dave Shreiner, Dan Ginsburg, Budirijanto Purnomo |
Page Count: | 560 |
Subjects: | 3D graphics and modelling, 3D graphics & modelling |
Description: | Select Guide Rating OpenGL ES 3.0 is the industry''s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. In the OpenGL ES 3.0 Programming Guide, leading authorities on the OpenGL ES interface provide start-to-finish guidance on the new 3.0 release and how to maximize its use in a wide range of high-performance applications. Developers creating 3D handheld games, user interfaces, or applications using OpenGL ES 3.0 will want to read this guide that focuses on the OpenGL ES 3.0 pipeline (the API and the shading language), and shows how to develop applications for OpenGL ES 3.0 via examples, descriptions, and best-practices. The OpenGL ES 3.0 specification contains many new features that are covered in this 2nd edition of the book. OpenGL® ESTM is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. The newest version, OpenGL ES 3.0, makes it possible to create stunning visuals for new games and apps, without compromising device performance or battery life. In the OpenGL® ESTM 3.0 Programming Guide, Second Edition, the authors cover the entire API and Shading Language. They carefully introduce OpenGL ES 3.0 features such as shadow mapping, instancing, multiple render targets, uniform buffer objects, texture compression, program binaries, and transform feedback. Through detailed, downloadable C-based code examples, you’ll learn how to set up and program every aspect of the graphics pipeline. Step by step, you’ll move from introductory techniques all the way to advanced per-pixel lighting and particle systems. Throughout, you’ll find cutting-edge tips for optimizing performance, maximizing efficiency with both the API and hardware, and fully leveraging OpenGL ES 3.0 in a wide spectrum of applications. All code has been built and tested on iOS 7, Android 4.3, Windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors demonstrate how to build OpenGL ES code for each platform. Coverage includes
This edition of the book includes a color insert of the OpenGL ES 3.0 API and OpenGL ES Shading Language 3.0 Reference Cards created by Khronos. The reference cards contain a complete list of all of the functions in OpenGL ES 3.0 along with all of the types, operators, qualifiers, built-ins, and functions in the OpenGL ES Shading Language. |
Imprint Name: | Addison-Wesley Educational Publishers Inc |
Publisher Name: | Pearson Education (US) |
Country of Publication: | GB |
Publishing Date: | 2014-03-13 |