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OpenGL(R) ES 2.0 Programming Guide (OpenGL) | 
enlarge | Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner Publisher: Addison-Wesley Professional Category: Book
List Price: $54.99 Buy New: $39.09 You Save: $15.90 (29%)
New (40) Used (10) from $30.00
Rating: 2 reviews Sales Rank: 53787
Media: Paperback Edition: 1 Pages: 468 Number Of Items: 1 Shipping Weight (lbs): 1.5 Dimensions (in): 8.9 x 6.9 x 0.6
ISBN: 0321502795 Dewey Decimal Number: 006.66 EAN: 9780321502797 ASIN: 0321502795
Publication Date: August 3, 2008 Availability: Usually ships in 1-2 business days Shipping: International shipping available Condition: Brand new book delivered from the UK in 10-14 days.
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| Editorial Reviews:
Product Description 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
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| Customer Reviews:
IPhone works with ES 2.0 November 24, 2008 Agha Khan (Bellevue, WA United States) 1 out of 2 found this review helpful
I think previous review was correct at time for writing, but check http://gizmodo.com/383430/iphone-sdk-beta-4-now-available-comes-with-opengl-es-3d-graphics-support, but now Open GL ES 2.0 is also supported. I have not finished this book yet, but it seems good book. I will update my view after few days.
Not for iPhone October 13, 2008 P. Singh (Miami, FL USA) 14 out of 14 found this review helpful
Don't make the same mistake I did! While this maybe a fine book, it cannot be used for iPhone development. OpenGL ES 2.0 is not backwards compatible with OpenGL ES 1.1 (which is what the iPhone uses). I knew ahead of time what version iPhone used but figured it would be backwards compatible so why bother buying an older book? If that's what you're after then get another book or just download the 1.1 spec from the web.
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