OpenGL ES 2.0 Programming Guide

OpenGL ES 2.0 Programming Guide

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SKU: DADAX0321502795
UPC: 9780321502797
Brand: Addison Wesley
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OpenGL ES 2.0 is the industry&;s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. With OpenGL ES 2.0, the full programmability of shaders is now available on small and portable devices&;including cell phones, PDAs, consoles, appliances, and vehicles. However, OpenGL ES differs significantly from OpenGL. Graphics programmers and mobile developers have had very little information about it&;until now.In the OpenGL ES 2.0 Programming Guide, three leading authorities on the Open GL ES 2.0 interface&;including the specification&;s editor&;provide starttofinish guidance for maximizing the interface&;s value in a wide range of highperformance applications. The authors cover the entire API, including Khronosratified extensions. Using detailed Cbased code examples, they demonstrate how to set up and program every aspect of the graphics pipeline. You&;ll move from introductory techniques all the way to advanced perpixel lighting, particle systems, and performance optimization.Coverage includes:Shaders in depth: creating shader objects, compiling shaders, checking for compile errors, attaching shader objects to program objects, and linking final program objects The OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniforms, varyings, precision qualifiers, and invariance Inputting geometry into the graphics pipeline, and assembling geometry into primitives Vertex shaders, their special variables, and their use in pervertex lighting, skinning, and other applications Using fragment shaders&;including examples of multitexturing, fog, alpha test, and user clip planes Fragment operations: scissor test, stencil test, depth test, multisampling, blending, and dithering Advanced rendering: perpixel lighting with normal maps, environment mapping, particle systems, image postprocessing, and projective texturing Realworld programming challenges: platform diversity, C++ portability, OpenKODE, and platformspecific shader binaries

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  • Q: How many pages does the OpenGL ES 2.0 Programming Guide have? A: This book contains four hundred fifty pages. It covers extensive topics in OpenGL ES 2.0 programming with detailed examples.
  • Q: What are the dimensions of the OpenGL ES 2.0 Programming Guide? A: The dimensions are seven point zero one inches in length, one point zero two inches in width, and nine point one three inches in height.
  • Q: What type of binding does this book have? A: This book is bound in paperback. It offers a flexible reading experience suitable for various environments.
  • Q: Who is the author of the OpenGL ES 2.0 Programming Guide? A: The author is Aaftab Munshi. He is a recognized authority in the field of OpenGL ES programming.
  • Q: What topics does the OpenGL ES 2.0 Programming Guide cover? A: The book covers a range of topics including shaders, graphics pipeline setup, and advanced rendering techniques.
  • Q: Is the OpenGL ES 2.0 Programming Guide suitable for beginners? A: Yes, it is suitable for beginners. The guide starts with introductory techniques and progresses to advanced topics.
  • Q: How can I apply the concepts learned in the OpenGL ES 2.0 Programming Guide? A: You can apply these concepts by programming sophisticated 3D graphics in mobile applications and embedded devices.
  • Q: Is this book appropriate for mobile game developers? A: Yes, it is highly appropriate for mobile game developers. It focuses on graphics programming for handheld devices.
  • Q: What level of programming knowledge do I need to understand this book? A: A basic understanding of programming is recommended. Familiarity with C and graphics concepts will be beneficial.
  • Q: How do I keep the OpenGL ES 2.0 Programming Guide in good condition? A: To maintain its condition, store it in a cool, dry place and avoid exposing it to moisture or direct sunlight.
  • Q: Are there any specific care instructions for this book? A: Yes, avoid bending the spine and keep it away from food or liquids to prevent damage.
  • Q: What if the book arrives damaged? A: If the book arrives damaged, you should contact the seller for a return or exchange. Ensure to keep the original packaging.
  • Q: Is there a warranty for the OpenGL ES 2.0 Programming Guide? A: No, there is typically no warranty for books. However, return policies vary by seller.
  • Q: Can I return the OpenGL ES 2.0 Programming Guide if I'm not satisfied? A: Yes, you can return it if you're not satisfied, provided you follow the seller's return policy.
  • Q: How does this book compare to other OpenGL programming resources? A: This book is comprehensive and focuses specifically on OpenGL ES, making it a strong choice compared to more general resources.
  • Q: Is this book suitable for advanced users as well? A: Yes, it also caters to advanced users by covering complex topics like performance optimization and advanced rendering techniques.

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