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OpenGL ES 3.0 Programming Guide
Dan Ginsburg; Budirijanto Purnomo; Dave Shreiner; Aaftab Munshi
Pearson Education (US) (2014)
Pehmeäkantinen kirja
44,40
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OpenGL ES 2.0 Programming Guide
Aaftab Munshi; Dan Ginsburg; Dave Shreiner
(2008)
Pehmeäkantinen kirja
54,40
Tuotetta lisätty
ostoskoriin kpl
Siirry koriin
If These Walls Could Talk: Baltimore Orioles - Stories from the Baltimore Orioles Sideline, Locker Room, and Press Box
Rick Dempsey; Dave Ginsburg
Triumph Books (2017)
Pehmeäkantinen kirja
15,40
Tuotetta lisätty
ostoskoriin kpl
Siirry koriin
OpenGL ES 3.0 Programming Guide
44,40 €
Pearson Education (US)
Sivumäärä: 560 sivua
Asu: Pehmeäkantinen kirja
Painos: 2nd edition
Julkaisuvuosi: 2014, 13.03.2014 (lisätietoa)
Kieli: Englanti
OpenGL® ESTM 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® ESTM 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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Tilaustuote | Arvioimme, että tuote lähetetään meiltä noin 1-3 viikossa. | Tilaa jouluksi viimeistään 27.11.2024. Tuote ei välttämättä ehdi jouluksi.
Myymäläsaatavuus
Helsinki
Tapiola
Turku
Tampere
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ISBN:
9780321933881
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