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OpenGL ES 3.0 programming guide / Dan Ginsburg (2014)
Titre : OpenGL ES 3.0 programming guide Type de document : Guide/Manuel Auteurs : Dan Ginsburg, Auteur ; Budirijanto Purnomo, Auteur Mention d'édition : second edition Editeur : Londres, Paris, New York, Amsterdam, ... : Addison-Wesley Année de publication : 2014 Collection : Graphics programming Importance : 516 p. Format : 18 x 23 cm ISBN/ISSN/EAN : 978-0-321-93388-1 Langues : Anglais (eng) Descripteur : [Vedettes matières IGN] Informatique
[Termes IGN] environnement de développement
[Termes IGN] OpenGL ES
[Termes IGN] texture d'imageRésumé : (Editeur) OpenGL® ES™ 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 second edition of this book, 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. Note de contenu : Chapter 1: Introduction to OpenGL ES 3.0
Chapter 2: Hello Triangle: An OpenGL ES 3.0 Example
Chapter 3: An Introduction to EGL
Chapter 4: Shaders and Programs
Chapter 5: OpenGL ES Shading Language
Chapter 6: Vertex Attributes, Vertex Arrays, and Buffer Objects
Chapter 7: Primitive Assembly and Rasterization
Chapter 8: Vertex Shaders
Chapter 9: Texturing
Chapter 10: Fragment Shaders
Chapter 11: Fragment Operations
Chapter 12: Framebuffer Objects
Chapter 13: Sync Objects and Fences
Chapter 14: Advanced Programming with OpenGL ES 3.0
Chapter 15: State Queries
Chapter 16: OpenGL ES Platforms
Appendix A: GL_HALF_FLOAT
Appendix B: Built-In Functions
Appendix C: ES Framework APINuméro de notice : 22076 Affiliation des auteurs : non IGN Thématique : INFORMATIQUE Nature : Manuel informatique Permalink : https://documentation.ensg.eu/index.php?lvl=notice_display&id=47089