Download OpenGL ES 3.0 Programming Guide by Dan Ginsburg PDF

By Dan Ginsburg

OpenGL® ES™ is the industry’s best software program interface and portraits library for rendering subtle 3D snap shots on hand-held and embedded units. the latest model, OpenGL ES 3.0, makes it attainable to create gorgeous visuals for brand new video games and apps, with out compromising equipment functionality or battery life.
In the OpenGL ® ES ™ 3.0 Programming advisor, moment variation, the authors disguise the whole API and Shading Language. They conscientiously introduce OpenGL ES 3.0 good points similar to shadow mapping, instancing, a number of render ambitions, uniform buffer gadgets, texture compression, application binaries, and rework feedback.
All code has been outfitted and demonstrated on iOS 7, Android 4.3, home windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors display tips to construct OpenGL ES code for every platform.

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Extra info for OpenGL ES 3.0 Programming Guide

Example text

We discuss how to use sync objects and fences and conclude with an example. 0 Chapter 14 is the capstone chapter, tying together many of the topics presented throughout the book. We have selected a sampling of advanced rendering techniques and show examples that demonstrate how to implement these features. This chapter includes rendering techniques such as per-pixel lighting using normal maps, environment mapping, particle systems, image postprocessing, procedural textures, shadow mapping, terrain rendering and projective texturing.

The inputs to the vertex shader consist of the following: 4 •• Shader program—Vertex shader program source code or executable that describes the operations that will be performed on the vertex. •• Vertex shader inputs (or attributes)—Per-vertex data supplied using vertex arrays. •• Uniforms—Constant data used by the vertex (or fragment) shader. •• Samplers—Specific types of uniforms that represent textures used by the vertex shader. 0. In the primitive rasterization stage, the vertex shader output values are calculated for each generated fragment and are passed in as inputs to the fragment shader.

0 floating-point textures, shared exponent RGB 9-9-9-5 textures, 10-10-10-2 integer textures, and 8-bit-per-component signed normalized textures. •• Non-power-of-2 textures (NPOT)—Textures can now be specified with non-power-of-2 dimensions. This is useful in many situations, such as when texturing from a video or camera feed that is captured/recorded at a non-power-of-2 dimension. •• Texture level of detail (LOD) features—The texture LOD parameter used to determine which mipmap to fetch from can now be clamped.

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