Download e-book for iPad: OpenGL ES 2.0 Programming Guide by Aaftab Munshi,Dan Ginsburg,Dave Shreiner

By Aaftab Munshi,Dan Ginsburg,Dave Shreiner

OpenGL ES 2.0 is the industry’s top software program interface and snap shots library for rendering refined 3D portraits on hand held and embedded units. With OpenGL ES 2.0, the entire programmability of shaders is now to be had on small and transportable devices—including cellphones, PDAs, consoles, home equipment, and automobiles. in spite of the fact that, OpenGL ES differs considerably from OpenGL. images programmers and cellular builders have had little or no information regarding it—until now.

In the OpenGL® ES 2.0 Programming Guide , 3 top specialists at the Open GL ES 2.0 interface—including the specification’s editor—provide start-to-finish tips for maximizing the interface’s worth in a variety of high-performance functions. The authors disguise the full API, together with Khronos-ratified extensions. utilizing designated C-based code examples, they show how you can arrange and software each element of the images pipeline. You’ll stream from introductory strategies all of the technique to complicated per-pixel lighting fixtures, particle platforms, and function optimization. 

Coverage includes:

  • Shaders intensive: developing shader gadgets, compiling shaders, checking for bring together error, attaching shader items to application items, and linking ultimate software objects
  • The OpenGL ES Shading Language: variables, kinds, constructors, buildings, arrays, attributes, uniforms, varyings, precision qualifiers, and invariance
  • Inputting geometry into the portraits pipeline, and assembling geometry into primitives
  • Vertex shaders, their specified variables, and their use in per-vertex lighting fixtures, skinning, and different applications
  • Using fragment shaders—including examples of multitexturing, fog, alpha attempt, and person clip planes
  • Fragment operations: scissor try out, stencil attempt, intensity attempt, multisampling, mixing, and dithering
  • Advanced rendering: per-pixel lights with common maps, atmosphere mapping, particle platforms, photograph post-processing, and projective texturing
  • Real-world programming demanding situations: platform range, C++ portability, OpenKODE, and platform-specific shader binaries

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OpenGL ES 2.0 Programming Guide by Aaftab Munshi,Dan Ginsburg,Dave Shreiner

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