 |
OpenGL ES 2.0 Programming Guide
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 industrys 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 devicesincluding 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 ituntil now.
In the OpenGL® ES 2.0 Programming Guide, three leading authorities on the
Open GL ES 2.0 interfaceincluding the specifications editorprovide
start-to-finish guidance for maximizing the interfaces 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.
Youll 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 shadersincluding 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. Hes
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.
|
 |