by Aaftab Munshi (Author), Aaftab Munshi (Author)
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 (R) 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:
Format: Illustrated
Pages: 450
Edition: 1
Publisher: Addison-Wesley Professional
Published: 24 Jul 2008
ISBN 10: 0321502795
ISBN 13: 9780321502797
Book Overview: 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, vehicles, and avionics systems. However, OpenGL ES differs significantly from OpenGL. Graphics programmers and mobile developers have had very little information about it-until now.
In the OpenGL (R) 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 all 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