OpenGL ES 2.0 Programming Guide Paperback – 24 Jul 2008
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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.
- 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.
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Top Customer Reviews
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.
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.
Most Recent Customer Reviews
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... Read morePublished on 12 Jun. 2014 by Martin Caine
A great book, from the ground up. Covers nearly all aspects of ES 2.0 in an easy-to-read fashion, without skipping over anything important. Read morePublished on 25 Dec. 2012 by Tudor Nita
A great book which explains the principles (and some details) of using OpenGL upon embedded devices. Read morePublished on 9 Jun. 2011 by NAT
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