OpenGL ES 3.0 Programming Guide -  Dan Ginsburg,  Aaftab Munshi,  Budirijanto Purnomo,  Dave Shreiner

OpenGL ES 3.0 Programming Guide (eBook)

eBook Download: EPUB
2014 | 1. Auflage
560 Seiten
Pearson Education (Verlag)
978-0-13-344012-6 (ISBN)
Systemvoraussetzungen
25,35 inkl. MwSt
  • Download sofort lieferbar
  • Zahlungsarten anzeigen

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 includes:

  • 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 texturing
  • Sync objects and fences: synchronizing within host application and GPU execution
    OpenGL (R) ES (TM) 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(R) ES(TM) 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 includes 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 texturing Sync objects and fences: synchronizing within host application and GPU execution This edition of the book includes a color insert of the OpenGL ES 3.0 API and OpenGL ES Shading Language 3.0 Reference Cards created by Khronos. The reference cards contain a complete list of all of the functions in OpenGL ES 3.0 along with all of the types, operators, qualifiers, built-ins, and functions in the OpenGL ES Shading Language.
  • Sprache englisch
    Themenwelt Informatik Grafik / Design Digitale Bildverarbeitung
    Informatik Grafik / Design Film- / Video-Bearbeitung
    ISBN-10 0-13-344012-5 / 0133440125
    ISBN-13 978-0-13-344012-6 / 9780133440126
    Haben Sie eine Frage zum Produkt?
    EPUBEPUB (Adobe DRM)

    Kopierschutz: Adobe-DRM
    Adobe-DRM ist ein Kopierschutz, der das eBook vor Mißbrauch schützen soll. Dabei wird das eBook bereits beim Download auf Ihre persönliche Adobe-ID autorisiert. Lesen können Sie das eBook dann nur auf den Geräten, welche ebenfalls auf Ihre Adobe-ID registriert sind.
    Details zum Adobe-DRM

    Dateiformat: EPUB (Electronic Publication)
    EPUB ist ein offener Standard für eBooks und eignet sich besonders zur Darstellung von Belle­tristik und Sach­büchern. Der Fließ­text wird dynamisch an die Display- und Schrift­größe ange­passt. Auch für mobile Lese­geräte ist EPUB daher gut geeignet.

    Systemvoraussetzungen:
    PC/Mac: Mit einem PC oder Mac können Sie dieses eBook lesen. Sie benötigen eine Adobe-ID und die Software Adobe Digital Editions (kostenlos). Von der Benutzung der OverDrive Media Console raten wir Ihnen ab. Erfahrungsgemäß treten hier gehäuft Probleme mit dem Adobe DRM auf.
    eReader: Dieses eBook kann mit (fast) allen eBook-Readern gelesen werden. Mit dem amazon-Kindle ist es aber nicht kompatibel.
    Smartphone/Tablet: Egal ob Apple oder Android, dieses eBook können Sie lesen. Sie benötigen eine Adobe-ID sowie eine kostenlose App.
    Geräteliste und zusätzliche Hinweise

    Buying eBooks from abroad
    For tax law reasons we can sell eBooks just within Germany and Switzerland. Regrettably we cannot fulfill eBook-orders from other countries.

    Mehr entdecken
    aus dem Bereich
    Discover the smart way to polish your digital imagery skills by …

    von Gary Bradley

    eBook Download (2024)
    Packt Publishing (Verlag)
    29,99
    Explore powerful modeling and character creation techniques used for …

    von Lukas Kutschera

    eBook Download (2024)
    Packt Publishing (Verlag)
    43,19
    Generate creative images from text prompts and seamlessly integrate …

    von Margarida Barreto

    eBook Download (2024)
    Packt Publishing (Verlag)
    32,39