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    OpenGL ES 3.0 Programming Guide

OpenGL ES 3.0 Programming Guide

Dan Ginsburg

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      OpenGL® ESTM 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® ESTM 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 surfacesShaders: creating and attaching shader objects; compiling shaders; checking for compile errors; creating, linking, and querying program objects; and using source shaders and program binariesOpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniform blocks, I/O variables, precision qualifiers, and invarianceGeometry, vertices, and primitives: inputting geometry into the pipeline, and assembling it into primitives2D/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 mipmappingFragment shaders: multitexturing, fog, alpha test, and user clip planesFragment operations: scissor, stencil, and depth tests; multisampling, blending, and ditheringFramebuffer objects: rendering to offscreen surfaces for advanced effectsAdvanced rendering: per-pixel lighting, environment mapping, particle systems, image post-processing, procedural textures, shadow mapping, terrain, and projective texturingSync 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.
      CONTRIBUTORS: Dan Ginsburg EAN: 9780321933881 COUNTRY: United States PAGES: WEIGHT: 100 g HEIGHT: 100 cm
      PUBLISHED BY: Pearson Education (US) DATE PUBLISHED: 2014-03-13 CITY: GENRE: COMPUTERS / Software Development & Engineering / Computer Graphics, COMPUTERS / Design, Graphics & Media / Video & Animation WIDTH: 100 cm SPINE:

      Book Themes:

      Graphical and digital media applications, Digital animation, Digital video: professional

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      Dan Ginsburg is founder of Upsample Software, LLC, a software consultancy specializing in 3D graphics and GPU computing. In previous roles he has worked on developing OpenGL drivers, desktop and handheld 3D demos, GPU developer tools, 3D medical visualization and games. He coauthored the OpenCL Programming Guide (Addison-Wesley, 2012). Budi Purnomo is a senior software architect at Advanced Micro Devices, Inc. where he collaborates with many AMD architects to develop software infrastructure across multiple software stacks and to define future hardware architectures for debugging and profiling GPU applications. Dave Shreiner is one of the World’s foremost authorities on OpenGL. He is the series editor for the Addison-Wesley OpenGL Series. Aatab Munshi is the spec editor for the OpenGL ES 1.1 and 2.0 specifications.

      Format:

      OpenGL® ESTM 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® ESTM 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 surfacesShaders: creating and attaching shader objects; compiling shaders; checking for compile errors; creating, linking, and querying program objects; and using source shaders and program binariesOpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniform blocks, I/O variables, precision qualifiers, and invarianceGeometry, vertices, and primitives: inputting geometry into the pipeline, and assembling it into primitives2D/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 mipmappingFragment shaders: multitexturing, fog, alpha test, and user clip planesFragment operations: scissor, stencil, and depth tests; multisampling, blending, and ditheringFramebuffer objects: rendering to offscreen surfaces for advanced effectsAdvanced rendering: per-pixel lighting, environment mapping, particle systems, image post-processing, procedural textures, shadow mapping, terrain, and projective texturingSync 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.
      CONTRIBUTORS: Dan Ginsburg EAN: 9780321933881 COUNTRY: United States PAGES: WEIGHT: 100 g HEIGHT: 100 cm
      PUBLISHED BY: Pearson Education (US) DATE PUBLISHED: 2014-03-13 CITY: GENRE: COMPUTERS / Software Development & Engineering / Computer Graphics, COMPUTERS / Design, Graphics & Media / Video & Animation WIDTH: 100 cm SPINE:

      Book Themes:

      Graphical and digital media applications, Digital animation, Digital video: professional

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      Dan Ginsburg is founder of Upsample Software, LLC, a software consultancy specializing in 3D graphics and GPU computing. In previous roles he has worked on developing OpenGL drivers, desktop and handheld 3D demos, GPU developer tools, 3D medical visualization and games. He coauthored the OpenCL Programming Guide (Addison-Wesley, 2012). Budi Purnomo is a senior software architect at Advanced Micro Devices, Inc. where he collaborates with many AMD architects to develop software infrastructure across multiple software stacks and to define future hardware architectures for debugging and profiling GPU applications. Dave Shreiner is one of the World’s foremost authorities on OpenGL. He is the series editor for the Addison-Wesley OpenGL Series. Aatab Munshi is the spec editor for the OpenGL ES 1.1 and 2.0 specifications.

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