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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® 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:
Shaders in depth: creating shader objects, compiling shaders, checking for compile errors, attaching shader objects to program objects, and linking final program objects
The OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniforms, varyings, precision qualifiers, and invariance
Inputting geometry into the graphics pipeline, and assembling geometry into primitives
Vertex shaders, their special variables, and their use in per-vertex lighting, skinning, and other applications
Using fragment shaders�??including examples of multitexturing, fog, alpha test, and user clip planes
Fragment operations: scissor test, stencil test, depth test, multisampling, blending, and dithering
Advanced rendering: per-pixel lighting with normal maps, environment mapping, particle systems, image post-processing, and projective texturing
Real-world programming challenges: platform diversity, C++ portability, OpenKODE, and platform-specific shader binaries
Quatrième de couverture
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® 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:
Shaders in depth: creating shader objects, compiling shaders, checking for compile errors, attaching shader objects to program objects, and linking final program objects
The OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniforms, varyings, precision qualifiers, and invariance
Inputting geometry into the graphics pipeline, and assembling geometry into primitives
Vertex shaders, their special variables, and their use in per-vertex lighting, skinning, and other applications
Using fragment shaders�??including examples of multitexturing, fog, alpha test, and user clip planes
Fragment operations: scissor test, stencil test, depth test, multisampling, blending, and dithering
Advanced rendering: per-pixel lighting with normal maps, environment mapping, particle systems, image post-processing, and projective texturing
Real-world programming challenges: platform diversity, C++ portability, OpenKODE, and platform-specific shader binaries
Commentaires client les plus utiles sur Amazon.com (beta)
Amazon.com:3.6 étoiles sur 5 22 commentaires
33 internautes sur 33 ont trouvé ce commentaire utile
5.0 étoiles sur 5First book to properly explain how modern OpenGL works26 février 2011
Par Zenja Solaja - Publié sur Amazon.com
Format:Broché|Achat authentifié par Amazon
This is probably the first modern OpenGL book which stays away from the fixed function pipeline. With OpenGL ES 2.0, the Khronos group removed all legacy / deprecated functionality from regular OpenGL. These modifications proved to be so well thought out, that the core OpenGL profile has adopted the very same modifications, and today (excluding geometry shaders), core OpenGL 4.1 matches OpenGL ES 2.0. However, there are no decent books out there which explain how and more importantly why things work they way they do. This book is a true exception, it explains all the nitty gritty details, and explains them quite well.
This book is not recommended for people new to 3D graphics programming. It is not a tutorial. However, I have yet to find a book which actually explains the hardware restrictions (eg. number of attributes you can pass into a shader), and why the API was created to match the hardware. This book actually explains how modern hardware works, and how to use GLSL programs to utilise the new functionality. If you're moving away from the fixed function OpenGL pipeline towards the core profile (and OpenGL ES 2.0), then there is no other book you need to explain how and why to get things done using the new API.
At this point in time, there is only one other OpenGL book which covers modern OpenGL (SuperBible 5th edition), but those authors focus too much on their own replacement toolkit and not OpenGL itself. What a disaster for a book claiming to teach how OpenGL works.
My recommendation: if you're moving away from the fixed function pipeline, then this book will teach you how to do it, and why things work they way they do. If you've never done 3D programming in the past, then this book will be completely over your head. It's one of the most valuable technical books I've purchased in the last decade.
24 internautes sur 25 ont trouvé ce commentaire utile
4.0 étoiles sur 5Not for Beginners24 avril 2010
Par Kristopher Johnson - Publié sur Amazon.com
Format:Broché|Achat authentifié par Amazon
It's a good introduction to OpenGL ES 2.0, but assumes the reader already has experience with desktop OpenGL or a with similar 3D graphics API. Don't buy this book if you don't already have such experience, or you will be completely lost.
10 internautes sur 10 ont trouvé ce commentaire utile
4.0 étoiles sur 5Great Content, but Kindle Formatting is Poor2 décembre 2009
Par Dominic Cooney - Publié sur Amazon.com
Format:Format Kindle|Achat authentifié par Amazon
I'm really enjoying reading this book. It uses precise language without being impenetrably dense. The book works up to illustrating an OpenGL ES 1.0-style fixed-function pipeline in OpenGL ES 2.0 shaders. Unfortunately, all of the code samples are set in a proportional font in the Kindle version. Every so often there are horizontal lines through the code samples. The code is still readable. The rest of the content is OK, although subtle when rendered as gray-on-gray.