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OpenGL ES 3.0 Programming Guide (2nd Edition) [Format Kindle]

Dan Ginsburg , Budirijanto Purnomo , Dave Shreiner , Aaftab Munshi

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Prix éditeur - format imprimé : EUR 47,16
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Descriptions du produit

Revue de presse

“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. We’d 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 I’d want by my side when diving into embedded OpenGL.”

–Todd Furlong, President & Principal Engineer, Inv3rsion LLC

Présentation de l'éditeur

OpenGL®  ES is the industry’s 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 ® ES 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, you’ll learn how to set up and program every aspect of the graphics pipeline. Step by step, you’ll move from introductory techniques all the way to advanced per-pixel lighting and particle systems. Throughout, you’ll 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.


Détails sur le produit

  • Format : Format Kindle
  • Taille du fichier : 40274 KB
  • Nombre de pages de l'édition imprimée : 560 pages
  • Utilisation simultanée de l'appareil : Jusqu'à 5 appareils simultanés, selon les limites de l'éditeur
  • Editeur : Addison-Wesley Professional; Édition : 2 (28 février 2014)
  • Vendu par : Amazon Media EU S.à r.l.
  • Langue : Anglais
  • ASIN: B00IPIYA64
  • Synthèse vocale : Activée
  • X-Ray :
  • Word Wise: Non activé
  • : Non activé
  • Classement des meilleures ventes d'Amazon: n°191.397 dans la Boutique Kindle (Voir le Top 100 dans la Boutique Kindle)
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Amazon.com: 4.0 étoiles sur 5  9 commentaires
2 internautes sur 2 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Great reference and examples throughout. 25 août 2014
Par Kyle Luce - Publié sur Amazon.com
While it may read like a reference manual, there are many points to this book that are geared towards pragmatic examples. Many of which are not always clear by reading the API documentation for general OpenGL or OpenGLES, but are clarified by the simple program parts displayed in the book.

One such useful example was in dual nature of glVertexAttribPointer. The pointer argument of this function call can act as either the pointer to a set of data you're to upload to the GPU (in non VBO state, glBindBuffer(GL_ARRAY_BUFFER, 0); etc) or a offset into the buffer of an already uploaded VBO. It seems finding both examples side by side is fairly uncommon, and it was refreshing to see an exhaustive array of useful examples using both vertex/index element buffer streaming (once per frame) and using VBOs.

Advanced topics are touched upon at the end of the book with your typical Bump mapping, Environment mapping, particles etc. They are a bit fast and sparse so if you're looking for a math reason for "why" they're doing certain operations you may wish to consult a more "textbook" source such as Hearn and Baker. But really, I am surprised they fit as much as they did in to this book.

This book even has a set of example codes that are downloadable from the publishers website. I have yet to give these a roll, but if they are anything as described they have full Android, IOS and PC examples.

You're not getting a walk through in the creation/study of a larger project, like you might get in some game design books. But, I think the book serves it's intended purpose of teaching the new features available in OpenGLES 3.0, reviewing concepts that you may have missed in previous versions, and being a pragmatic example and reference guide for any graphics engineering professional.
2 internautes sur 2 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 Great guide on cross platform opengl 25 août 2014
Par MR O P MARKS - Publié sur Amazon.com
I found this book to be a very good introduction to opengl es. It has a nice progression through the chapters building up to
more advanced topics near the end, for example terrain generation and advanced shader effects.

This book seems to be aimed at users new to opengl es or users transitioning from other versions of opengl to es 3.0.
If you're familiar with other versions of opengl you will likely use this book as more of a reference to look up the differences in the function calls.

I was very impressed by the fact that the example code can be compiled on multiple platforms, including desktop and mobile.
The example code uses various helper functions which get created and explained as you progress through the book.
All code will run on linux, windows, mac, andriod and ios devices with build instruction for each platform at the end
of the book.

My main criticism of the book would be that it explains some of the maths, but not in enough detail to be useful for someone
who wants to understanding the maths in depth. Therefore if you want to learn exactly how some of the math works another book will likely help however I
don't think in depth understanding is essential early on.

Most of my knowledge regarding opengl has been gained through lots of googleing, this book certainly helped me fill in blanks and explained
things in much more depth than trawling through the internet.
3 internautes sur 4 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 Reads like a reference manual 30 avril 2014
Par Eli - Publié sur Amazon.com
Format:Broché|Achat vérifié
If your looking for a book that leads you through the creation of an OpenGL project using OpenGL 3, then this isn't it. However, it does have some examples for each concept that it talks about; and does explain the concepts very well. I just like going through an OpenGL project like many other books do because I've noticed that technical manuals really don't go through the caveats of certain approaches and don't focus on optimizing the code. Overall though, it does give you enough to implement OpenGL 3 techniques on your own.
2.0 étoiles sur 5 It sells the goods, but it does a poor job delivering them 16 avril 2015
Par James A. Stilwell - Publié sur Amazon.com
Format:Broché|Achat vérifié
My wife and I bought the book with one purpose, we wanted to evaluate the ES 3.0 API to see if it would be a suitable replacement for many of the apps we are currently building in plain old OpenGL. ES 3.0 sounded exciting, with a new rendering pipeline, and neat new features. The book failed to help us actualize anything but theory.

The GitHub page that hosts the sample files is frustrating. I gather that you are expected to manually recreate the repo's file structure but it is never explicitly stated - why not just provide the Git command to grab the whole repo?

Directions on using the 3rd party software required to build the samples are equally bad. Even using the recommended PowerVR emulator, much of the installation directions in the book are outdated and incorrect. This problem could have been fixed if they hosted an installer which took care of deploying the correct files at the time of publication (Linux - we haven't tried it out on the WinTel side yet). After spending most of the afternoon second guessing the author's intent while trying to match it up with the realities of what is now available we have still not been able to build the first example project.

Since attempting with Power VR and after a little research it's looking a little more promising with the Adrneo SDK.(For anyone else who already owns the book and might be having similar problems)

Even if things had gone perfectly, passages in the book that provide extensive instruction on proper setup, are immediately followed by statements telling you that the operation will fail, with tips on what you can try to make it work (I'm not kidding here.)

I get it, with the proliferation of OSs, IDEs, languages, and SDKs - programming is a fundamentally difficult topic to teach effectively to the masses, especially when you plan to do it by writing a one-size-fits-all book. That's my fundamental problem with the author's approach. If you cannot effectively instruct someone on setting up such a complex workstation for builds, extolling and explaining all of it's features is useless.
9 internautes sur 13 ont trouvé ce commentaire utile 
2.0 étoiles sur 5 Book is not enabled for searching 31 mars 2014
Par Casey Wimsatt - Publié sur Amazon.com
Format:Format Kindle|Achat vérifié
Got a "this book not enabled for searching" and returned it. Searching is one of my top reasons for buying a Kindle Edition.
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