OpenGL Es 2.0 Programming Guide

by Aaftab Munshi

2020-07-25 15:30:29

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 port... Read more
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

Less

Book Details

File size9.1x6.9x1inches
Print pages417
PublisherAddison-Wesley Professional
Publication date July 1, 2008
LanguageEnglish
ISBN9780321502797

Compare Prices

Store Availability Book Format Condition Price
Indigo Books & Music In Stock Paperback Paperback Buy CAD 74.99
BOOKSAMILLION.COM In Stock Paperback Paperback Buy USD 59.99
BetterWorld.com - New, Used, Rare Books & Textbooks In Stock Buy USD 3.98
Indigo Books & MusicIn Stock
Format
Paperback
Condition
Paperback
Buy CAD 74.99
BOOKSAMILLION.COMIn Stock
Format
Paperback
Condition
Paperback
Buy USD 59.99
BetterWorld.com - New, Used, Rare Books & TextbooksIn Stock
Format
Condition
Buy USD 3.98
Available Discount
No Discount available

Join us and get access to all
your favourite books

Sign up for free and start exploring thousands of eBooks today.

Sign up for free