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

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ADDISON WESLEY OPENGL ES 3 0 PROGRAMMING GUIDE 2ND EDITION<span style=color:#777> 2014</span> RETAIL EBOOK-EADDISON WESLEY OPENGL ES 3 0 PROGRAMMING GUIDE 2ND EDITION<span style=color:#777> 2014</span> RETAIL EBOOK-E

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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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