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OpenGL ES 2.0 Programming Guide Paperback – Jul 24 2008
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From the Back Cover
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 theOpenGL® 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.
- 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
About the Author
Aaftab Munshi is the spec editor for the OpenGL ES 1.1 and 2.0 specifications. Now at Apple, he was formerly senior architect in ATI’s handheld group.
Dan Ginsburg is senior member of technical staff at AMD. At AMD and ATI, he has worked in a variety of roles, including the development of OpenGL drivers, the creation of desktop and handheld 3D demos, and the development of handheld GPU developer tools.
Dave Shreiner is one of the world’s foremost authorities on OpenGL. He is a systems architect at ARM, Inc., and the lead author of the official OpenGL® Programming Guide, Sixth Edition (Addison-Wesley, 2007) and series editor for the Addison-Wesley OpenGL Series.
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Most Helpful Customer Reviews on Amazon.com (beta)
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.
Update I've started to read
iPhone 3D Programming: Developing Graphical Applications with OpenGL ES
It's a much better intro to OpenGL ES.
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