OpenGL ES 2. 0 Programming Guide
Language: English
Published by Pearson Education, Limited, 2008
- Softcover
- Used

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Former library copy. Pages intact with possible writing/highlighting. Binding strong with minor wear. Dust jackets/supplements may not be included. Includes library markings. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good.
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- Title
- OpenGL ES 2. 0 Programming Guide
- Author
- Munshi, Aaftab, Ginsburg, Daniel, Shreiner, Dave
- Publisher
- Pearson Education, Limited
- Publication year
- 2008
- Condition
- Very Good
- Binding
- Soft cover
- Language
- English
- ISBN 10
- 0321502795
- ISBN 13
- 9780321502797
- Edition
- 1 Edition.
- Item weight
- 1.66 pounds
- Dimensions
- N/A
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 start-to-finish guidance for maximizing the interface&;s value in a wide range of high-performance applications. The authors cover the entire API, including Khronos-ratified extensions. Using detailed C-based 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 per-pixel 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 per-vertex 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: per-pixel lighting with normal maps, environment mapping, particle systems, image post-processing, and projective texturing
- Real-world programming challenges: platform diversity, C++ portability, OpenKODE, and platform-specific shader binaries
"Synopsis" may belong to another edition of this title.
About the Author
Dan Ginsburg is senior member of technical staff at AMD. At AMD and ATI, he has worked in a variety of roles, including the development of OpenGL drivers, the creation of desktop and handheld 3D demos, and the development of handheld GPU developer tools.
Dave Shreiner is one of the world&;s foremost authorities on OpenGL. He is a systems architect at ARM, Inc., and the lead author of the official OpenGL® Programming Guide, Sixth Edition (Addison-Wesley, 2007) and series editor for the Addison-Wesley OpenGL Series.
"About the title" may belong to another edition of this title.
Better World Books Ltd
Dunfermline, United Kingdom
AbeBooks seller since October 13, 2008
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