Download OpenGL ES 2.0 Programming Guide by Dave Shreiner, Dan Ginsburg, Aaftab Munshi PDF

By Dave Shreiner, Dan Ginsburg, Aaftab Munshi

OpenGL ES 2.0 is the industry’s major software program interface and photographs library for rendering subtle 3D pictures on hand-held and embedded units. With OpenGL ES 2.0, the total programmability of shaders is now on hand on small and conveyable devices—including mobile phones, PDAs, consoles, home equipment, and cars. even if, OpenGL ES differs considerably from OpenGL. images programmers and cellular builders have had little or no information regarding it—until now.

In the OpenGL® ES 2.0 Programming Guide, 3 major specialists at the Open GL ES 2.0 interface—including the specification’s editor—provide start-to-finish suggestions for maximizing the interface’s price in a variety of high-performance purposes. The authors conceal the whole API, together with Khronos-ratified extensions. utilizing certain C-based code examples, they show find out how to arrange and application each element of the pictures pipeline. You’ll circulate from introductory strategies all of the solution to complicated per-pixel lights, particle structures, and function optimization. 

Coverage includes:
* Shaders intensive: developing shader items, compiling shaders, checking for collect mistakes, attaching shader items to application gadgets, and linking ultimate application objects
* The OpenGL ES Shading Language: variables, kinds, constructors, buildings, arrays, attributes, uniforms, varyings, precision qualifiers, and invariance
* Inputting geometry into the photos pipeline, and assembling geometry into primitives
* Vertex shaders, their distinctive variables, and their use in per-vertex lighting fixtures, skinning, and different applications
* utilizing fragment shaders—including examples of multitexturing, fog, alpha try, and consumer clip planes
* Fragment operations: scissor try, stencil try out, intensity attempt, multisampling, mixing, and dithering
* complex rendering: per-pixel lights with common maps, surroundings mapping, particle platforms, snapshot post-processing, and projective texturing
* Real-world programming demanding situations: platform variety, C++ portability, OpenKODE, and platform-specific shader binaries

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Sample text

A culling operation can also be performed that discards primitives based on whether they face forward or backward. After clipping and culling, the primitive is ready to be passed to the next stage of the pipeline, which is the rasterization stage. Rasterization The next stage, shown in Figure 1-3, is the rasterization phase where the appropriate primitive (point-sprite, line, or triangle) is drawn. Rasterization is the process that converts primitives into a set of two-dimensional fragments, which are processed by the fragment shader.

GL_INVALID_VALUE A numeric argument is out of range. The command that generated the error is ignored. GL_INVALID_OPERATION The specific command cannot be performed in the current OpenGL ES state. The command that generated the error is ignored. GL_OUT_OF_MEMORY There is insufficient memory to execute this command. The state of the OpenGL ES pipeline is considered to be undefined if this error is encountered except for the current error code. 0 API inherits the OpenGL client–server model. The application, or client, issues commands, and these commands are processed by the OpenGL ES implementation or server.

The topic of writing shaders is a large part of what we cover in this book, but for now we just want to give you a flavor of what a vertex shader looks like. In Chapter 5, “OpenGL ES Shading Language,” we cover the OpenGL ES shading language and in Chapter 8, “Vertex Shaders,” we specifically cover how to write vertex shaders. 0); \n" "} \n"; The first statement in the fragment shader declares the default precision for float variables in the shader. For more details on this, please see the section on precision qualifiers in Chapter 5.

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