By Dan Ginsburg
OpenGL® ES™ is the industry’s top software program interface and snap shots library for rendering subtle 3D photographs on hand held and embedded units. the latest model, OpenGL ES 3.0, makes it attainable to create wonderful visuals for brand new video games and apps, with no compromising gadget functionality or battery life.
In the OpenGL ® ES ™ 3.0 Programming advisor, moment variation, the authors disguise the complete API and Shading Language. They conscientiously introduce OpenGL ES 3.0 positive aspects resembling shadow mapping, instancing, a number of render ambitions, uniform buffer gadgets, texture compression, software binaries, and rework feedback.
All code has been equipped and validated on iOS 7, Android 4.3, home windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors show the right way to construct OpenGL ES code for every platform.
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Extra info for OpenGL ES 3.0 Programming Guide
I would also like to thank my son, Ethan, who was born during the writing of this book. Your smile and laugh bring me joy every single day. — Dan Ginsburg I would like to express my deepest gratitude to Dan Ginsburg for providing me with an opportunity to contribute to this book. Thank you to my manager, Callan McInally, and colleagues at AMD for supporting this endeavor. I would also like to thank my past professors, Jonathan Cohen, Subodh Kumar, Ching-Kuang Shene, and John Lowther, for introducing me to the world of computer graphics and OpenGL.
The reader will learn about setting up and programming every aspect of the graphics pipeline. The book details how to write vertex and fragment shaders and how to implement advanced rendering techniques such as per-pixel lighting and particle systems. In addition, it provides performance tips and tricks for efficient use of the API and hardware. 0 applications that fully harness the programmable power of embedded graphics hardware. 0 as we go. 0 graphics pipeline. 0. 0. 0 example program that draws a triangle.
0 example program that draws a triangle. 0 program. 0. We describe how to communicate with the native windowing system, choose a configuration, and create EGL rendering contexts and surfaces. 0. 0. In Chapter 4, we describe how to create a shader object, compile a shader, and check for compile errors. The chapter also explains how to create a program object, attach shader objects to it, and link a final program object. We discuss how to query the program object for information and how to load uniforms.