OpenGL ES 2.0 Programming Guide
Author | : | |
Rating | : | 4.17 (725 Votes) |
Asin | : | 0321502795 |
Format Type | : | paperback |
Number of Pages | : | 480 Pages |
Publish Date | : | 2015-12-15 |
Language | : | English |
DESCRIPTION:
First book to properly explain how modern OpenGL works Zenja Solaja This is probably the first modern OpenGL book which stays away from the fixed function pipeline. With OpenGL ES 2.0, the Khronos group removed all legacy / deprecated functionality from regular OpenGL. These modifications proved to be so well thought out, that the core OpenGL profile has adopted the very same modifications, and today (excluding geometry shaders), core OpenGL 4.1 matches OpenGL ES 2.0. However, there . Not for Beginners It's a good introduction to OpenGL ES 2.0, but assumes the reader already has experience with desktop OpenGL or a with similar 3D graphics API. Don't buy this book if you don't already have such experience, or you will be completely lost.. Great Content, but Kindle Formatting is Poor I'm really enjoying reading this book. It uses precise language without being impenetrably dense. The book works up to illustrating an OpenGL ES 1.0-style fixed-function pipeline in OpenGL ES 2.0 shaders. Unfortunately, all of the code samples are set in a proportional font in the Kindle version. Every so often there are horizontal lines through the code samples. The code is still readable. The rest of the content is
Aaftab Munshi is the spec editor for the OpenGL ES 1.1 and 2.0 specifications. Dave Shreiner is one of the world’s foremost authorities on OpenGL. 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 to
Coverage includes: Shaders in depth: creating shader objects, compiling shaders, checking for compile errors, attaching shader objects to program objects, and linking final program objectsThe OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniforms, varyings, precision qualifiers, and invarianceInputting geometry into the graphics pipeline, and assembling geometry into primitivesVertex shaders, their special variables, and their use in per-vertex lighting, skin
The authors cover the entire API, including Khronos-ratified extensions. OpenGL ES 2.0 is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. 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 objectsThe OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniforms, varyings, precision qualifiers, and invarianceInputting geometry into the graphics pipeline, and assembling geometry into primitivesVertex shaders, their special variables, and their use in per-vertex lighting, skinning, and other applicationsUsing fragment shaders—including examples of multitexturing, fog, alpha test, and user clip planesFragment ope