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OpenGL ES 3.0 Programming Guide / Edition 2
Barnes and Noble
OpenGL ES 3.0 Programming Guide / Edition 2
Current price: $66.49
Barnes and Noble
OpenGL ES 3.0 Programming Guide / Edition 2
Current price: $66.49
Size: OS
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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.
- 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