Limit search to available items
Book Cover
E-book
Author Ginsburg, Dan.

Title OpenGL ES 3.0 programming guide / Dan Ginsburg, Budirijanto Purnomo ; with earlier contributions from Dave Shreiner, Aaftab Munshi
Edition 2nd ed
Published Upper Saddle River, NJ : Addison-Wesley, 2014

Copies

Description 1 online resource (1 volume) : illustrations
Summary OpenGL® ES 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 ® ES 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 in c ludes 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 textures
Notes Revised edition of: The OpenGL 2.0 programming guide / Aaftab Munshi, Dan Ginsburg, Dave Shriener, 2009
Bibliography Includes bibliographical references and index
Notes Copyright © Addison-Wesley Professional 2014
Print version record
SUBJECT OpenGL. http://id.loc.gov/authorities/names/n92110196
OpenGL. fast (OCoLC)fst01380188
Subject Computer graphics -- Specifications
Application program interfaces (Computer software)
Computer programming.
APIs (interfaces)
computer programming.
Application program interfaces (Computer software)
Computer graphics.
Computer programming.
Genre/Form Specifications.
Form Electronic book
Author Purnomo, Budirijanto.
ISBN 9780133440133
0133440133
0321933885
9780321933881
9780133440126
0133440125