OpenGL ES 2.0 Programming Guide

OpenGL ES 2.0 Programming Guide pdf epub mobi txt 电子书 下载 2025

出版者:Addison-Wesley Professional
作者:Aaftab Munshi
出品人:
页数:480
译者:
出版时间:2008-8-3
价格:USD 59.99
装帧:Paperback
isbn号码:9780321502797
丛书系列:
图书标签:
  • OpenGLES 
  • OpenGL 
  • 计算机图形学 
  • 3D 
  • Graphics 
  • 图形学 
  • 计算机 
  • 编程 
  •  
想要找书就要到 图书目录大全
立刻按 ctrl+D收藏本页
你会得到大惊喜!!

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(R) 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

具体描述

读后感

评分

论入门学习,DirectX比OpenGL友善得多,版本简单明了,装好SDK开VisualStudio就可以跑,文档案例齐全,省心省事。OpenGL有多麻烦?网上一搜,被告知需要glew;想在不同系统下快速搭建开发环境?再去找找glfw。搜个教程,又要求glut。开始写代码了,OpenGL里面没有内置数学库,...  

评分

第十一章, fragment operations stencil buffer testing 的例子 test0 的case的注释是不是写错了 应该是(0x7 & 0x3 ) < ( 0x1 & 0x3) 写成了(0x7 & 0x3 ) < ( 0x1 & 0x7)

评分

第十一章, fragment operations stencil buffer testing 的例子 test0 的case的注释是不是写错了 应该是(0x7 & 0x3 ) < ( 0x1 & 0x3) 写成了(0x7 & 0x3 ) < ( 0x1 & 0x7)

评分

论入门学习,DirectX比OpenGL友善得多,版本简单明了,装好SDK开VisualStudio就可以跑,文档案例齐全,省心省事。OpenGL有多麻烦?网上一搜,被告知需要glew;想在不同系统下快速搭建开发环境?再去找找glfw。搜个教程,又要求glut。开始写代码了,OpenGL里面没有内置数学库,...  

评分

论入门学习,DirectX比OpenGL友善得多,版本简单明了,装好SDK开VisualStudio就可以跑,文档案例齐全,省心省事。OpenGL有多麻烦?网上一搜,被告知需要glew;想在不同系统下快速搭建开发环境?再去找找glfw。搜个教程,又要求glut。开始写代码了,OpenGL里面没有内置数学库,...  

用户评价

评分

初学渲染不建议看此书,细节讲述的太少。这边书也算全面,该有的都有了。看中文版的同学,建议和英文版一起配合看。

评分

断断续续的看了好几年,终于看完了。全面、准确、详细,既可以当入门教材,也可以当参考手册。关于 OpenGL ES, 基本和关键的东西都说清楚了,更新的内容查查 OpenGL ES 官网的文档就行了。

评分

主要是写作水平的问题,这本比*the* book适合入门多了

评分

讲的很清楚,现在WebGL也要用这个

评分

中规中矩的书,很系统化,有点像手册。 看完突然意识到,应该先看图形学了……绕弯了。

相关图书

本站所有内容均为互联网搜索引擎提供的公开搜索信息,本站不存储任何数据与内容,任何内容与数据均与本站无关,如有需要请联系相关搜索引擎包括但不限于百度google,bing,sogou

© 2025 book.wenda123.org All Rights Reserved. 图书目录大全 版权所有