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OpenGL ES 3.0 Programming Guide

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SKU 9780321933881 Categories ,
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-...

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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

  • EGL API: communicating with the native windowing system, choosing configurations, and creating rendering contexts and surfaces
  • Shaders: creating and attaching shader objects; compiling shaders; checking for compile errors; creating, linking, and querying program objects; and using source shaders and program binaries
  • OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniform blocks, I/O variables, precision qualifiers, and invariance
  • Geometry, vertices, and primitives: inputting geometry into the pipeline, and assembling it into primitives
  • 2D/3D, Cubemap, Array texturing: creation, loading, and rendering; texture wrap modes, filtering, and formats; compressed textures, sampler objects, immutable textures, pixel unpack buffer objects, and mipmapping
  • Fragment shaders: multitexturing, fog, alpha test, and user clip planes
  • Fragment operations: scissor, stencil, and depth tests; multisampling, blending, and dithering
  • Framebuffer objects: rendering to offscreen surfaces for advanced effects
  • Advanced rendering: per-pixel lighting, environment mapping, particle systems, image post-processing, procedural textures, shadow mapping, terrain, and projective texturing
  • Sync objects and fences: synchronizing within host application and GPU execution

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