SULJE VALIKKO

avaa valikko

Aaftab Munshi | Akateeminen Kirjakauppa

Haullasi löytyi yhteensä 3 tuotetta
Haluatko tarkentaa hakukriteerejä?



OpenGL ES 2.0 Programming Guide
Aaftab Munshi; Dan Ginsburg; Dave Shreiner
(2008)
Pehmeäkantinen kirja
54,40
Tuotetta lisätty
ostoskoriin kpl
Siirry koriin
OpenCL Programming Guide
Aaftab Munshi; Benedict Gaster; Timothy Mattson; James Fung; Dan Ginsburg
Pearson Education (US) (2011)
Pehmeäkantinen kirja
54,90
Tuotetta lisätty
ostoskoriin kpl
Siirry koriin
OpenGL ES 3.0 Programming Guide
Dan Ginsburg; Budirijanto Purnomo; Dave Shreiner; Aaftab Munshi
Pearson Education (US) (2014)
Pehmeäkantinen kirja
44,40
Tuotetta lisätty
ostoskoriin kpl
Siirry koriin
OpenGL ES 2.0 Programming Guide
54,40 €
Sivumäärä: 480 sivua
Asu: Pehmeäkantinen kirja
Painos: 1. painos
Julkaisuvuosi: 2008, 24.07.2008 (lisätietoa)
Kieli: Englanti
Korvaava tuote: 9780321933881

OpenGL ES 2.0 is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. With OpenGL ES 2.0, the full programmability of shaders is now available on small and portable devices—including cell phones, PDAs, consoles, appliances, and vehicles. However, OpenGL ES differs significantly from OpenGL. Graphics programmers and mobile developers have had very little information about it—until now.

In the OpenGL® ES 2.0 Programming Guide, three leading authorities on the Open GL ES 2.0 interface—including the specification’s editor—provide start-to-finish guidance for maximizing the interface’s value in a wide range of high-performance applications. The authors cover the entire API, including Khronos-ratified extensions. Using detailed C-based code examples, they demonstrate how to set up and program every aspect of the graphics pipeline. You’ll move from introductory techniques all the way to advanced per-pixel lighting, particle systems, and performance optimization. 

Coverage includes:
  • Shaders in depth: creating shader objects, compiling shaders, checking for compile errors, attaching shader objects to program objects, and linking final program objects
  • The OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniforms, varyings, precision qualifiers, and invariance
  • Inputting geometry into the graphics pipeline, and assembling geometry into primitives
  • Vertex shaders, their special variables, and their use in per-vertex lighting, skinning, and other applications
  • Using fragment shaders—including examples of multitexturing, fog, alpha test, and user clip planes
  • Fragment operations: scissor test, stencil test, depth test, multisampling, blending, and dithering
  • Advanced rendering: per-pixel lighting with normal maps, environment mapping, particle systems, image post-processing, and projective texturing
  • Real-world programming challenges: platform diversity, C++ portability, OpenKODE, and platform-specific shader binaries



Loppuunmyyty
Myymäläsaatavuus
Helsinki
Tapiola
Turku
Tampere
OpenGL ES 2.0 Programming Guidezoom
Näytä kaikki tuotetiedot
ISBN:
9780321502797
Sisäänkirjautuminen
Kirjaudu sisään
Rekisteröityminen
Oma tili
Omat tiedot
Omat tilaukset
Omat laskut
Lisätietoja
Asiakaspalvelu
Tietoa verkkokaupasta
Toimitusehdot
Tietosuojaseloste