ADDISON WESLEY OPENGL ES 3 0 PROGRAMMING GUIDE 2ND EDITION 2014 RETAIL EBOOK-E

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Description

TITLE: OPENGL ES 3.0 PROGRAMMING GUIDE, 2ND EDITION

PUBLISHER: ADDISON WESLEY LANGUAGE: ENGLISH

LINK: http://is.gd/p0uXc7 RELEASE TYPE: RETAIL

FORMAT: PDF RELEASE DATE: 2014.07.02

ISBN: 9780321933881 STORE DATE: 2014

SAVED.MONEY: 43 DOLLAR DISKCOUNT: 03 x 05MB

AUTHOR: DAN GINSBURG, BUDIRIJANTO PURNOMO, DAVE

SHREINER, AAFTAB MUNSHI



BOOK



OpenGL EST 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 T 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




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ADDISON WESLEY OPENGL ES 3 0 PROGRAMMING GUIDE 2ND EDITION 2014 RETAIL EBOOK-E