Book 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
Table of contents
- Title Page
- Copyright Page
- Contents
- List of Figures
- List of Examples
- List of Tables
- Foreword
- Preface
- Acknowledgements
- About the Authors
- Chapter 1. Introduction to OpenGL ES 2.0
- Chapter 2. Hello Triangle: An OpenGL ES 2.0 Example
- Chapter 3. An Introduction to EGL
- Chapter 4. Shaders and Programs
- Chapter 5. OpenGL ES Shading Language
- Chapter 6. Vertex Attributes, Vertex Arrays, and Buffer Objects
- Chapter 7. Primitive Assembly and Rasterization
- Chapter 8. Vertex Shaders
- Chapter 9. Texturing
- Chapter 10. Fragment Shaders
- Chapter 11. Fragment Operations
- Chapter 12. Framebuffer Objects
- Chapter 13. Advanced Programming with OpenGL ES 2.0
- Chapter 14. State Queries
- Chapter 15. OpenGL ES and EGL on Handheld Platforms
- Appendix A. GL_HALF_FLOAT_OES
- Appendix B. Built-In Functions
- Appendix C. Shading Language Grammar
- Appendix D. ES Framework API
- Color Plate
- Index
- Footnotes
Product information
- Title: OpenGL® ES 2.0 Programming Guide
- Author(s):
- Release date: July 2008
- Publisher(s): Addison-Wesley Professional
- ISBN: 9780321563835
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