OpenGL ES 3.0 Programming Guide (häftad)
Format
Häftad (Paperback)
Språk
Engelska
Antal sidor
560
Utgivningsdatum
2014-02-28
Upplaga
2
Förlag
ADDISON-WESLEY
Medarbetare
Purnomo, Budirijanto / Shreiner, Dave / Munshi, Aaftab
Illustratör/Fotograf
Illustrations
Illustrationer
Illustrationsstrations
Dimensioner
233 x 178 x 28 mm
Vikt
867 g
Antal komponenter
1
ISBN
9780321933881

OpenGL ES 3.0 Programming Guide

Häftad,  Engelska, 2014-02-28
530
  • Skickas från oss inom 5-8 vardagar.
  • Fri frakt över 249 kr för privatkunder i Sverige.
OpenGL ES 3.0 is the industry's leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. In the OpenGL ES 3.0 Programming Guide, leading authorities on the OpenGL ES interface provide start-to-finish guidance on the new 3.0 release and how to maximize its use in a wide range of high-performance applications.

Developers creating 3D handheld games, user interfaces, or applications using OpenGL ES 3.0 will want to read the OpenGL ES 3.0 Programming Guide. This book focuses on the OpenGL ES 3.0 pipeline (the API and the shading language), and shows how to develop applications for OpenGL ES 3.0 via examples, descriptions, and best-practices. The OpenGL ES 3.0 specification contains many new features that are covered in this 2nd edition of the book.

Both Android 4.3 and the newly announced iPhone 5S support OpenGL ES 3.0. The book will cover both iOS and Android in the "OpenGL ES Platforms" chapter.

The OpenGL ES 3.0 Programming Guide will continue the long, successful tradition of the OpenGL Programming Guide series (Addison-Wesley), providing practical and understandable examples that are useful to developers at any skill level.
Visa hela texten

Passar bra ihop

  1. OpenGL ES 3.0 Programming Guide
  2. +
  3. Python Crash Course, 3rd Edition

De som köpt den här boken har ofta också köpt Python Crash Course, 3rd Edition av Eric Matthes (häftad).

Köp båda 2 för 1127 kr

Kundrecensioner

Har du läst boken? Sätt ditt betyg »

Fler böcker av författarna

  • The Art and Business of Champagne

    Dan Ginsburg

    When people raise their glasses in celebratory toasts, few are aware of all the work behind the fizz. Here is a book to open their eyes with an inside look - from the vineyard to the marketplace - at the world of champagne. Just like good wine, th...

Recensioner i media

As a graphics technologist and intense OpenGL ES developer, I can honestly say that if you buy only one book on OpenGL ES 3.0 programming, then this should be the book. Dan and Budirijanto have written a book clearly by programmers for programmers. It is simply required reading for anyone interested in OpenGL ES 3.0. It is informative, well organized, and comprehensive, but best of all practical. You will find yourself reaching for this book over and over again instead of the actual OpenGL ES specification during your programming sessions. I give it my highest recommendation.

Rick Tewell, Graphics Technology Architect, Freescale

 

This book provides outstanding coverage of the latest version of OpenGL ES, with clear, comprehensive explanations and extensive examples. It belongs on the desk of anyone developing mobile applications.

Dave Astle, Graphics Tools Lead, Qualcomm Technologies, Inc., and Founder, GameDev.net

 

The second edition of OpenGL ES 3.0 Programming Guide provides a solid introduction to OpenGL ES 3.0 specifications, along with a wealth of practical information and examples to help any level of developer begin programming immediately. Wed recommend this guide as a primer on OpenGL ES 3.0 to any of the thousands of developers creating apps for the many mobile and embedded products using our PowerVR Rogue graphics.

Kristof Beets, Business Development, Imagination Technologies

 

This is a solid OpenGL ES 3.0 reference book. It covers all aspects of the API and will help any developer get familiar with and understand the API, including specifically the new ES 3.0 functionality.

Jed Fisher, Managing Partner, 4D Pipeline

 

This is a clear and thorough reference for OpenGL ES 3.0, and an excellent presentation of the concepts present in all modern OpenGL programming. This is the guide Id want by my side when diving into embedded OpenGL.

Todd Furlong, President & Principal Engineer, Inv3rsion LLC

Övrig information

Dan Ginsburg is the founder of Upsample Software, LLC, a software company offering consulting services with a specialization in 3D Graphics and GPU Computing. Dan has co-authored several books including the OpenGL ES 2.0 Programming Guide and OpenCL Programming Guide. He holds a B.S. in Computer Science from Worcester Polytechnic Institute and an MBA from Bentley University. Budirijanto Purnomo is a software technical lead at Advanced Micro Devices, Inc. where he leads multiple software teams to enable GPU debugging and profiling for HSA, OpenCL, Direct3D, and OpenGL driver stacks on AMD Fusion APUs. He has released many public software tools and published technical articles at major international conferences. He received the BS and MS degrees in computer science from Michigan Technological University, Houghton, Michigan, in 1999 and 2001 and the MSE and PhD degrees in computer science from the Johns Hopkins University, Baltimore, MD, in 2006 and 2008. With Contributions From: Aaftab Munshi was the spec editor for the OpenGL ES 1.1 and 2.0 specifications, and is now a Software Architect at Apple. Dave Shreiner has contributed to the last six editions of The OpenGL Programming Guide, and has been active in OpenGL's development nearly since its inception. He is the author of the first commercial OpenGL training course, and has presented courses on OpenGL programming world-wide for the last two decades. He is currently Director of graphics and GPU computing at ARM, Inc.

Innehållsförteckning

  1. Introduction to OpenGL ES 3.0
  2. Hello Triangle: An OpenGL ES 3.0 Example
  3. An Introduction to EGL
  4. Shaders and Programs
  5. OpenGL ES Shading Language
  6. Vertex Input, Vertex Arrays and Buffer Objects
  7. Primitive Assembly & Rasterization
  8. Vertex Shaders
  9. Texturing
  10. Fragment Shaders
  11. Fragment Operations
  12. Framebuffer Objects
  13. Sync Objects and Fences
  14. Advanced Programming with OpenGL ES 3.0 with Geometry Instancing
  15. State Queries
  16. OpenGL ES Platforms
  17. Appendix A Half Float
  18. Appendix B ESSL Built-In Functions
  19. Appendix C ES Framework API