By Dan Ginsburg, Budirijanto Purnomo
OpenGL® ES™ is the industry’s top software program interface and snap shots library for rendering subtle 3D pics on hand-held and embedded units. the latest model, OpenGL ES 3.0, makes it attainable to create gorgeous visuals for brand spanking new video games and apps, with no compromising equipment functionality or battery lifestyles.
In the OpenGL ® ES ™ 3.0 Programming advisor, moment version, the authors conceal the full API and Shading Language. They conscientiously introduce OpenGL ES 3.0 positive aspects reminiscent of shadow mapping, instancing, a number of render objectives, uniform buffer items, texture compression, application binaries, and rework feedback.
Through designated, downloadable C-based code examples, you’ll the best way to arrange and application each point of the images pipeline. step-by-step, you’ll movement from introductory innovations the entire solution to complex per-pixel lighting fixtures and particle platforms. all through, you’ll locate state-of-the-art guidance for optimizing functionality, maximizing potency with either the API and undefined, and entirely leveraging OpenGL ES 3.0 in a large spectrum of applications.
All code has been equipped and demonstrated on iOS 7, Android 4.3, home windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors show how you can construct OpenGL ES code for every platform.
- EGL API: speaking with the local windowing approach, opting for configurations, and growing rendering contexts and surfaces
- Shaders: growing and attaching shader items; compiling shaders; checking for collect error; developing, linking, and querying software gadgets; and utilizing resource shaders and software binaries
- OpenGL ES Shading Language: variables, varieties, constructors, constructions, 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: construction, loading, and rendering; texture wrap modes, filtering, and codecs; compressed textures, sampler items, immutable textures, pixel unpack buffer items, and mipmapping
- Fragment shaders: multitexturing, fog, alpha try, and person clip planes
- Fragment operations: scissor, stencil, and intensity exams; multisampling, mixing, and dithering
- Framebuffer items: rendering to offscreen surfaces for complex effects
- Advanced rendering: per-pixel lighting fixtures, setting mapping, particle platforms, photograph post-processing, procedural textures, shadow mapping, terrain, and projective texturing
- Sync items and fences: synchronizing inside of host software and GPU execution
This variation of the ebook features a colour insert of the OpenGL ES 3.0 API and OpenGL ES Shading Language 3.0 Reference playing cards created by way of Khronos. The reference playing cards include an entire checklist of the entire capabilities in OpenGL ES 3.0 besides the entire varieties, operators, qualifiers, built-ins, and services within the OpenGL ES Shading Language.
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