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OpenGL ES 2.0 Programming Guide
 
 
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OpenGL ES 2.0 Programming Guide [Paperback]

Aaftab Munshi , Dan Ginsburg , Dave Shreiner
4.8 out of 5 stars  See all reviews (4 customer reviews)
RRP: £40.99
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OpenGL ES 2.0 Programming Guide + OpenGL SuperBible: Comprehensive Tutorial and Reference + OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1
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Product details

  • Paperback: 480 pages
  • Publisher: Addison Wesley; 1 edition (24 July 2008)
  • Language English
  • ISBN-10: 0321502795
  • ISBN-13: 978-0321502797
  • Product Dimensions: 23.1 x 17.5 x 2.5 cm
  • Average Customer Review: 4.8 out of 5 stars  See all reviews (4 customer reviews)
  • Amazon Bestsellers Rank: 86,807 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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Product Description

Product 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

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


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Most Helpful Customer Reviews
2 of 2 people found the following review helpful
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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2 of 2 people found the following review helpful
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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1 of 1 people found the following review helpful
By NAT
Format:Paperback
A great book which explains the principles (and some details) of using OpenGL upon embedded devices.
The book is nicely paced and covers some basic graphics concepts before moving onto details of vertex space, drawing buffers, textures and more. Each chapter contains background context, moves into OpenGL implementation, and covers API reference in good detail.
There is some iOS-specific code, but it not a distraction. I have used the book to create 3D for an Android software, and it was extremely valuable.
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