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Selected Colleen Hoover Books at €9.99c | In-store & Online
Selected Colleen Hoover Books at €9.99c | In-store & Online
A01=Aaftab Munshi
A01=Budirijanto Purnomo
A01=Dan Ginsburg
A01=Dave Shreiner
Age Group_Uncategorized
Age Group_Uncategorized
Author_Aaftab Munshi
Author_Budirijanto Purnomo
Author_Dan Ginsburg
Author_Dave Shreiner
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Category1=Non-Fiction
Category=UGK
COP=United States
Delivery_Delivery within 10-20 working days
Language_English
PA=In stock
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OpenGL ES 3.0 Programming Guide

OpenGL® ESTM is the industrys 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.

In the OpenGL® ESTM 3.0 Programming Guide, Second Edition, the authors cover the entire API and Shading Language. They carefully introduce OpenGL ES 3.0 features such as shadow mapping, instancing, multiple render targets, uniform buffer objects, texture compression, program binaries, and transform feedback.

Through detailed, downloadable C-based code examples, youll learn how to set up and program every aspect of the graphics pipeline. Step by step, youll move from introductory techniques all the way to advanced per-pixel lighting and particle systems. Throughout, youll find cutting-edge tips for optimizing performance, maximizing efficiency with both the API and hardware, and fully leveraging OpenGL ES 3.0 in a wide spectrum of applications.

All code has been built and tested on iOS 7, Android 4.3, Windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors demonstrate how to build OpenGL ES code for each platform.

Coverage includes

  • 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

This edition of the book includes a color insert of the OpenGL ES 3.0 API and OpenGL ES Shading Language 3.0 Reference Cards created by Khronos. The reference cards contain a complete list of all of the functions in OpenGL ES 3.0 along with all of the types, operators, qualifiers, built-ins, and functions in the OpenGL ES Shading Language.

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A01=Aaftab MunshiA01=Budirijanto PurnomoA01=Dan GinsburgA01=Dave ShreinerAge Group_UncategorizedAuthor_Aaftab MunshiAuthor_Budirijanto PurnomoAuthor_Dan GinsburgAuthor_Dave Shreinerautomatic-updateCategory1=Non-FictionCategory=UGKCOP=United StatesDelivery_Delivery within 10-20 working daysLanguage_EnglishPA=In stockPrice_€20 to €50PS=Activesoftlaunch
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Product Details
  • Weight: 100g
  • Dimensions: 100 x 100mm
  • Publication Date: 13 Mar 2014
  • Publisher: Pearson Education (US)
  • Publication City/Country: United States
  • Language: English
  • ISBN13: 9780321933881

About Aaftab MunshiBudirijanto PurnomoDan GinsburgDave Shreiner

Dan Ginsburg is founder of Upsample Software LLC a software consultancy specializing in 3D graphics and GPU computing. In previous roles he has worked on developing OpenGL drivers desktop and handheld 3D demos GPU developer tools 3D medical visualization and games. He coauthored the OpenCL Programming Guide (Addison-Wesley 2012). Budi Purnomo is a senior software architect at Advanced Micro Devices Inc. where he collaborates with many AMD architects to develop software infrastructure across multiple software stacks and to define future hardware architectures for debugging and profiling GPU applications. Dave Shreiner is one of the Worlds foremost authorities on OpenGL. He is the series editor for the Addison-Wesley OpenGL Series. Aatab Munshi is the spec editor for the OpenGL ES 1.1 and 2.0 specifications.

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