Product Information
In the OpenGL ES (TM) 3.0 Programming Guide, 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 optimising performance, maximising 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. 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 executionProduct Identifiers
PublisherPearson Education (Us)
ISBN-139780321933881
eBay Product ID (ePID)201310310
Product Key Features
Number of Pages560 Pages
Publication NameOpengl Es 3.0 Programming Guide
LanguageEnglish
SubjectComputer Science, Animation
Publication Year2014
TypeTextbook
Subject AreaMultimedia
AuthorBudirijanto Purnomo, Dave Shreiner, Aaftab Munshi, Dan Ginsburg
SeriesOpengl
FormatPaperback
Dimensions
Item Height100 mm
Item Weight100 g
Additional Product Features
Country/Region of ManufactureUnited States
Title_AuthorDan Ginsburg, Budirijanto Purnomo, Aaftab Munshi, Dave Shreiner