OpenGL ES 2.0 Programming Guide and over 1.5 million other books are available for Amazon Kindle . Learn more


or
Sign in to turn on 1-Click ordering.
Trade in Yours
For a £11.99 Gift Card
Trade in
More Buying Choices
Have one to sell? Sell yours here
Sorry, this item is not available in
Image not available for
Colour:
Image not available

 
Start reading OpenGL ES 2.0 Programming Guide on your Kindle in under a minute.

Don't have a Kindle? Get your Kindle here, or download a FREE Kindle Reading App.

OpenGL ES 2.0 Programming Guide [Paperback]

Aaftab Munshi , Dan Ginsburg , Dave Shreiner
4.5 out of 5 stars  See all reviews (6 customer reviews)
RRP: £38.99
Price: £27.29 & this item Delivered FREE in the UK with Super Saver Delivery. See details and conditions
You Save: £11.70 (30%)
o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o
Only 4 left in stock (more on the way).
Dispatched from and sold by Amazon. Gift-wrap available.
Want delivery by Friday, 24 May? Choose Express delivery at checkout. See Details

Formats

Amazon Price New from Used from
Kindle Edition £20.47  
Paperback £27.29  
Amazon.co.uk Trade-In Store
Did you know you can trade in your old books for an Amazon.co.uk Gift Card to spend on the things you want? Visit the Books Trade-In Store for more details. Learn more.

Book Description

24 July 2008 0321502795 978-0321502797 1
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


Frequently Bought Together

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
Price For All Three: £105.27

Buy the selected items together


Product details

  • Paperback: 480 pages
  • Publisher: Addison Wesley; 1 edition (24 July 2008)
  • Language: English
  • ISBN-10: 0321502795
  • ISBN-13: 978-0321502797
  • Product Dimensions: 16.1 x 2.5 x 20.3 cm
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (6 customer reviews)
  • Amazon Bestsellers Rank: 73,919 in Books (See Top 100 in Books)
  • See Complete Table of Contents

More About the Authors

Discover books, learn about writers, and more.

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.



Customer Reviews

3 star
0
2 star
0
1 star
0
4.5 out of 5 stars
4.5 out of 5 stars
Most Helpful Customer Reviews
3 of 3 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.
Comment | 
Was this review helpful to you?
3 of 3 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.
Comment | 
Was this review helpful to you?
2 of 2 people found the following review helpful
5.0 out of 5 stars Excellent, clear and concise. 9 Jun 2011
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.
Comment | 
Was this review helpful to you?
Would you like to see more reviews about this item?
Were these reviews helpful?   Let us know

Customer Discussions

This product's forum
Discussion Replies Latest Post
No discussions yet

Ask questions, Share opinions, Gain insight
Start a new discussion
Topic:
First post:
Prompts for sign-in
 

Search Customer Discussions
Search all Amazon discussions
   


Listmania!


Look for similar items by category


Feedback


Amazon.co.uk Privacy Statement Amazon.co.uk Delivery Information Amazon.co.uk Returns & Exchanges