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Other titles in the OpenGL series:
OpenGL Es 3.0 Programming Guide (OpenGL)by Daniel Ginsburg
Synopses & Reviews
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.
OpenGL ES 3.0 is the industry's leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. In the OpenGL ES 3.0 Programming Guide , leading authorities on the OpenGL ES interface provide start-to-finish guidance on the new 3.0 release and how to maximize its use in a wide range of high-performance applications.
Developers creating 3D handheld games, user interfaces, or applications using OpenGL ES 3.0 will want to¿read the OpenGL ES 3.0 Programming Guide. This book focuses on the OpenGL ES 3.0 pipeline (the API and the shading language), and shows how to develop applications for OpenGL ES 3.0 via examples, descriptions, and best-practices. The OpenGL ES 3.0 specification contains many new features that are covered in this 2nd edition of the book.
Both Android 4.3 and the newly announced iPhone 5S support OpenGL ES 3.0.¿The book will cover both how to build the sample code for both iOS and Android in the¿"OpenGL ES Platforms" chapter.¿
The¿OpenGL ES¿3.0 Programming Guide¿will continue the long, successful tradition of the OpenGL Programming Guide series (Addison-Wesley), providing practical and understandable examples that are useful to¿developers at any skill level.
About the Author
&>Dan Ginsburg is the founder of Upsample Software, LLC, a software company offering consulting services with a specialization in 3D Graphics and GPU Computing. Dan has co-authored several books including the OpenGL ES 2.0 Programming Guide and OpenCL Programming Guide. He holds a B.S. in Computer Science from Worcester Polytechnic Institute and an MBA from Bentley University.
Budirijanto Purnomo is a software technical lead at Advanced Micro Devices, Inc. where he leads multiple software teams to enable GPU debugging and profiling for HSA, OpenCL, Direct3D, and OpenGL driver stacks on AMD Fusion APUs. He has released many public software tools and published technical articles at major international conferences. He received the BS and MS degrees in computer science from Michigan Technological University, Houghton, Michigan, in 1999 and 2001 and the MSE and PhD degrees in computer science from the Johns Hopkins University, Baltimore, MD, in 2006 and 2008.
With Contributions From:
Aaftab Munshi was the spec editor for the OpenGL ES 1.1 and 2.0 specifications, and is now a Software Architect at Apple.
Dave Shreiner has contributed to the last six editions of The OpenGL Programming Guide, and has been active in OpenGL's development nearly since its inception. He is the author of the first commercial OpenGL training course, and has presented courses on OpenGL programming world-wide for the last two decades. He is currently Director of graphics and GPU computing at ARM, Inc.
Table of Contents
About the Authors
Chapter 1: Introduction to OpenGL ES 3.0 (26 pages, 5 figs)
Chapter 2: Hello Triangle: An OpenGL ES 3.0 Example (16 pages, 1fig)
Chapter 3: An Introduction to EGL (23 pages, 0)
Chapter 4: Shaders and Programs (24 pages, 0fig)
Chapter 5: OpenGL ES Shading Language (27 pages, 2fig)
Chapter 6: Vertex Attributes, Vertex Arrays, and Buffer Objects (36 pages, 4 fig)
Chapter 7: Primitive Assembly and Rasterization (25 pages, 11 fig)
Chapter 8: Vertex Shaders (36 pages, 4 figs)
Chapter 9: Texturing (52 pages, 5 fig)
Chapter 10: Fragment Shaders (18, 6 figs)
Chapter 11: Fragment Operations (26 pages, 1fig)
Chapter 12: Framebuffer Objects (30 pages, 3fig)
Chapter 13: Sync Objects and Fences (5 pages, 0)
Chapter 14: Advanced Programming with OpenGL ES 3.0 (61 pages,15)
Chapter 15: State Queries (6 pages, 0)
Chapter 16: OpenGL ES Platforms (9 pages, 2)
Appendix A: GL_HALF_FLOAT (5 pages, 1 fig)
Appendix B: Built-In Functions (26 pages, 0 figs)
Appendix C: ES Framework API (9 pages, 0figs)
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