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OpenGL ES 2.0 Programming Guide [Kindle Edition]

Aaftab Munshi , Dan Ginsburg , Dave Shreiner
4.4 out of 5 stars  See all reviews (8 customer reviews)

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Book Description

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


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Product Description

From the Back Cover

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

About the Author

Aaftab Munshi is the spec editor for the OpenGL ES 1.1 and 2.0 specifications. Now at Apple, he was formerly senior architect in ATI’s handheld group.

Dan Ginsburg is senior member of technical staff at AMD. At AMD and ATI, he has worked in a variety of roles, including the development of OpenGL drivers, the creation of desktop and handheld 3D demos, and the development of handheld GPU developer tools.

Dave Shreiner is one of the world’s foremost authorities on OpenGL. He is a systems architect at ARM, Inc., and the lead author of the official OpenGL® Programming Guide, Sixth Edition (Addison-Wesley, 2007) and series editor for the Addison-Wesley OpenGL Series.


Product details

  • Format: Kindle Edition
  • File Size: 11278 KB
  • Print Length: 480 pages
  • Simultaneous Device Usage: Up to 5 simultaneous devices, per publisher limits
  • Publisher: Addison-Wesley Professional; 1 edition (24 July 2008)
  • Sold by: Amazon Media EU S.à r.l.
  • Language: English
  • ASIN: B004Z6EW5O
  • Text-to-Speech: Enabled
  • X-Ray:
  • Word Wise: Not Enabled
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  • Average Customer Review: 4.4 out of 5 stars  See all reviews (8 customer reviews)
  • Amazon Bestsellers Rank: #465,929 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
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Customer Reviews

4.4 out of 5 stars
4.4 out of 5 stars
Most Helpful Customer Reviews
2 of 2 people found the following review helpful
4.0 out of 5 stars A must-have if you do OpenGL ES 2.0 8 Sept. 2012
By Stephan
Format:Kindle Edition
If you plan on doing OpenGL ES 2.0 at all, this is a must have.

It is not very beginner friendly (if you have no experience with OpenGL) but takes you through all the different parts of OpenGL ES 2.0 and does so in a fairly platform agnostic manner (examples are written in C).

Probably not as much a book you would read from beginning to end as a reference to turn to for in-depth explanation of a feature or technique.
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4 of 5 people found the following review helpful
5.0 out of 5 stars Everything you'll need to know to get started. 25 Oct. 2010
By Paul C
Format:Paperback
As pointed out in previous reviews, openGL ES 2.0 is very different to previous versions. So be sure exactly what it is you need to know before purchasing. The book does provide a complete implementation of the fixed pipeline however, and sourcecode can be downloaded. Interestingly a time limited online version of the book is available via a code on the inside cover. While I've not used it yet I can see it coming in handy at some point.

A basic knowledge of openGL and C was enough to make the book perfectly readable for me, I read most of it before sitting down at the computer with it for the first time.

The book also provides a good reference guide, information on EGL and some information on iPhone development. I can see the tables of the built in functions coming in very handy too.
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4 of 5 people found the following review helpful
5.0 out of 5 stars Great start for programming in ES 2.0 23 Aug. 2010
Format:Paperback
This is written by industry leading GL experts, so the information provided is spot on, and is very helpful for those who are new to programming in ES 2.0. It is more targeted towards those who have experience with GL and 3d graphics previously, but isn't so technical that it can't reasonably be followed by those starting out, but it will take a lot of cross reference and learn-as-you-go. I got this book as I was thrown into a project porting GL 1.x to ES 2.0 and this book has proven invaluable as an educational and technical info source.
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5.0 out of 5 stars Most useful book for iOS/Android developers 12 Jun. 2014
Format:Paperback|Verified Purchase
I got this book a while back when I was first getting in to Android and iOS development. It is full of practical examples and code snippets that I still return to now when needing to check things. Definitely a useful book for anyone wanting to create GLES2 games for any platform.
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