OpenGL ES 2.0 Programming Guide

OpenGL ES 2.0 Programming Guide

Aaftab Munshi, Dan Ginsburg, Dave Shreiner


OpenGL ES 2.0 is the industry’s best software program interface and pictures library for rendering refined 3D portraits on hand-held and embedded units. With OpenGL ES 2.0, the entire programmability of shaders is now on hand on small and transportable devices—including cellphones, PDAs, consoles, home equipment, and autos. besides the fact that, OpenGL ES differs considerably from OpenGL. photographs programmers and cellular builders have had little or no information regarding it—until now.

In the OpenGL® ES 2.0 Programming Guide , 3 major specialists at the Open GL ES 2.0 interface—including the specification’s editor—provide start-to-finish counsel for maximizing the interface’s worth in quite a lot of high-performance functions. The authors hide the whole API, together with Khronos-ratified extensions. utilizing specific C-based code examples, they show the best way to arrange and software each element of the photos pipeline. You’ll flow from introductory options the entire approach to complex per-pixel lights, particle platforms, and function optimization. 

Coverage includes:

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

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