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9780321933881

OpenGL ES 3.0 Programming Guide

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  • ISBN13:

    9780321933881

  • ISBN10:

    0321933885

  • Edition: 2nd
  • Format: Paperback
  • Copyright: 2014-02-28
  • Publisher: Addison-Wesley Professional
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Supplemental Materials

What is included with this book?

Summary

OpenGL ®  ES is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. The newest version, OpenGL ES 3.0, makes it possible to create stunning visuals for new games and apps, without compromising device performance or battery life.

 

In the OpenGL® ES 3.0 Programming Guide, Second Edition, the authors cover the entire API and Shading Language. They carefully introduce OpenGL ES 3.0 features such as shadow mapping, instancing, multiple render targets, uniform buffer objects, texture compression, program binaries, and transform feedback.

 

Through detailed, downloadable C-based code examples, you’ll learn how to set up and program every aspect of the graphics pipeline. Step by step, you’ll move from introductory techniques all the way to advanced per-pixel lighting and particle systems. Throughout, you’ll find cutting-edge tips for optimizing performance, maximizing efficiency with both the API and hardware, and fully leveraging OpenGL ES 3.0 in a wide spectrum of applications.

 

All code has been built and tested on iOS 7, Android 4.3, Windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors demonstrate how to build OpenGL ES code for each platform.

 

Coverage includes

  • EGL API: communicating with the native windowing system, choosing configurations, and creating rendering contexts and surfaces
  • Shaders: creating and attaching shader objects; compiling shaders; checking for compile errors; creating, linking, and querying program objects; and using source shaders and program binaries
  • OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniform blocks, I/O variables, precision qualifiers, and invariance
  • Geometry, vertices, and primitives: inputting geometry into the pipeline, and assembling it into primitives
  • 2D/3D, Cubemap, Array texturing: creation, loading, and rendering; texture wrap modes, filtering, and formats; compressed textures, sampler objects, immutable textures, pixel unpack buffer objects, and mipmapping
  • Fragment shaders: multitexturing, fog, alpha test, and user clip planes
  • Fragment operations: scissor, stencil, and depth tests; multisampling, blending, and dithering
  • Framebuffer objects: rendering to offscreen surfaces for advanced effects
  • Advanced rendering: per-pixel lighting, environment mapping, particle systems, image post-processing, procedural textures, shadow mapping, terrain, and projective texturing
  • Sync objects and fences: synchronizing within host application and GPU execution

 

This edition of the book includes a color insert of the OpenGL ES 3.0 API and OpenGL ES Shading Language 3.0 Reference Cards created by Khronos. The reference cards contain a complete list of all of the functions in OpenGL ES 3.0 along with all of the types, operators, qualifiers, built-ins, and functions in the OpenGL ES Shading Language.

 

Author Biography

Dan Ginsburg is the founder of Upsample Software, LLC, a software company offering consulting services with a specialization in 3D Graphics and GPU Computing. Dan has co-authored several books including the OpenGL ES 2.0 Programming Guide and OpenCL Programming Guide. He holds a B.S. in Computer Science from Worcester Polytechnic Institute and an MBA from Bentley University.

Budirijanto Purnomo is a software technical lead at Advanced Micro Devices, Inc. where he leads multiple software teams to enable GPU debugging and profiling for HSA, OpenCL, Direct3D, and OpenGL driver stacks on AMD Fusion APUs. He has released many public software tools and published technical articles at major international conferences. He received the BS and MS degrees in computer science from Michigan Technological University, Houghton, Michigan, in 1999 and 2001 and the MSE and PhD degrees in computer science from the Johns Hopkins University, Baltimore, MD, in 2006 and 2008.

With Contributions From:

Aaftab Munshi was the spec editor for the OpenGL ES 1.1 and 2.0 specifications, and is now a Software Architect at Apple.

Dave Shreiner has contributed to the last six editions of The OpenGL Programming Guide, and has been active in OpenGL's development nearly since its inception. He is the author of the first commercial OpenGL training course, and has presented courses on OpenGL programming world-wide for the last two decades. He is currently Director of graphics and GPU computing at ARM, Inc.

Table of Contents

  1. Introduction to OpenGL ES 3.0
  2. Hello Triangle: An OpenGL ES 3.0 Example
  3. An Introduction to EGL
  4. Shaders and Programs
  5. OpenGL ES Shading Language
  6. Vertex Input, Vertex Arrays and Buffer Objects
  7. Primitive Assembly & Rasterization
  8. Vertex Shaders
  9. Texturing
  10. Fragment Shaders
  11. Fragment Operations
  12. Framebuffer Objects
  13. Sync Objects and Fences
  14. Advanced Programming with OpenGL ES 3.0 with Geometry Instancing
  15. State Queries
  16. OpenGL ES Platforms
  17. Appendix A Half Float
  18. Appendix B ESSL Built-In Functions
  19. Appendix C ES Framework API

Supplemental Materials

What is included with this book?

The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.

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