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Dan Ginsburg & Aaftab Munshi 
OpenGL ES 3.0 Programming Guide [PDF ebook] 

Ủng hộ

Open GL (R) ES (TM) is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. The newest version, Open GL ES 3.0, makes it possible to create stunning visuals for new games and apps, without compromising device performance or battery life. In the Open GL(R) ES(TM) 3.0 Programming Guide, Second Edition, the authors cover the entire API and Shading Language. They carefully introduce Open GL 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 Open GL ES 3.0 in a wide spectrum of applications. All code has been built and tested on i OS 7, Android 4.3, Windows (Open GL ES 3.0 Emulation), and Ubuntu Linux, and the authors demonstrate how to build Open GL 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 Open GL 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 Open GL ES 3.0 API and Open GL ES Shading Language 3.0 Reference Cards created by Khronos. The reference cards contain a complete list of all of the functions in Open GL ES 3.0 along with all of the types, operators, qualifiers, built-ins, and functions in the Open GL ES Shading Language.

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Ngôn ngữ Anh ● định dạng PDF ● Trang 560 ● ISBN 9780133440140 ● Nhà xuất bản Pearson Education ● Được phát hành 2014 ● Có thể tải xuống 3 lần ● Tiền tệ EUR ● TÔI 8760111 ● Sao chép bảo vệ Adobe DRM
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