OpenGL ES 2.0 Programming Guide 在线电子书 图书标签: OpenGLES OpenGL 计算机图形学 3D Graphics 图形学 计算机 编程
发表于2024-11-22
OpenGL ES 2.0 Programming Guide 在线电子书 pdf 下载 txt下载 epub 下载 mobi 下载 2024
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。
评分就像 API 文档一样,不是太好。。。
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。
评分主要是写作水平的问题,这本比*the* book适合入门多了
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
我就说一处: glShaderSource 最后一个参数 length,看看这货怎么翻译的 “如果length为NULL, 着色器字符串将被认定为空。” 啥意思? 再看官方原版 “ If length is NULL, each string is assumed to be null terminated.” 请不好糟蹋好书了好吗?
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)
评分我就说一处: glShaderSource 最后一个参数 length,看看这货怎么翻译的 “如果length为NULL, 着色器字符串将被认定为空。” 啥意思? 再看官方原版 “ If length is NULL, each string is assumed to be null terminated.” 请不好糟蹋好书了好吗?
OpenGL ES 2.0 Programming Guide 在线电子书 pdf 下载 txt下载 epub 下载 mobi 下载 2024