| help | account  


OpenGL ES 2.0 Programming Guide
View Larger Image
Aaftab Munshi, Dan Ginsburg, Dave Shreiner
Addison-Wesley, Paperback, Published July 2008, 448 pages, ISBN 0321502795
List Price: $54.99
Our Price: $42.50
You Save: $12.49 (23% Off)


FREE Shipping on Orders over $40!*
Availability: Out-Of-Stock
Read an excerpt:
Chapter 2: Hello Triangle: An OpenGL ES 2.0 Example



     

Excerpt provided courtesy of Addison-Wesley Professional. Copyright © Pearson Education, Addison-Wesley Professional. Written permission from the publisher is required for any use of this material.

Be the First to Write a Review and tell the world about this title!

Books on similar topics, in best-seller order:

Books from the same publisher, in best-seller order:

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, vehicles, and avionics systems. 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 all 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 multi-texturing, fog, alpha test, and user clip planes
• Fragment operations: scissor test, stencil test, depth test, multi-sampling, 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

List of Figures
List of Examples
List of Tables
Foreword
Preface

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

Index

 

About the Authors

Aaftab Munshi has been architecting GPUs for more than a decade. At ATI (now AMD), he was a Senior Architect in the Handheld Group. He is the spec editor for the OpenGL ES 1.1 and OpenGL ES 2.0 specifications. Affie currently works at Apple.

Dan Ginsburg has been working on video games and computer graphics for more than ten years. Dan is currently a Senior Member of Technical Staff at AMD. He has worked in a variety of roles at AMD, including the development of OpenGL drivers, the creation of desktop and handheld 3D demos, and currently leading the development of handheld GPU developer tools. Before joining AMD, Dan worked for n-Space, Inc., an Orlando-based game development company. He holds a B.S. in Computer Science from Worcester Polytechnic Institute and an M.B.A from Bentley College.

Dave Shreiner has been working with OpenGL for almost two decades, and more recently with OpenGL ES. During that time, he authored the first commercial training course on OpenGL while working at Silicon Graphics Computer Systems (SGI), and has worked as an author on the OpenGL Programming Guide. He’s presented introductory and advanced courses on OpenGL programming worldwide at numerous conferences, including SIGGRAPH. Dave is now a Media Systems Architect at ARM, Inc. He holds a B.S. in Mathematics from the University of Delaware.




Forgot your password?
FAQs
Shipping Options
Returns
Your Orders
Your Account