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
0 有用 scott.cgi 2013-08-02 09:05:59
很棒,收获
1 有用 jefby 2016-04-05 23:55:04
现在需要阅读第三版英文,ok,阅读完成,得总结下
0 有用 melody 2014-02-04 08:06:00
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。
1 有用 uncleblue 2015-01-05 13:35:36
the "Gold Book", although it's purple.
0 有用 橙色茄子 2011-09-10 23:25:47
WebGL, Android, iOS, 因为时间原因只能使用es 1.0的PS3说明了大家是很期待去掉冗余的OpenGL API的。。。反观JDK。。。
0 有用 西瓜的夏天不甜 2020-06-12 17:00:14
书读百遍其义自现,虽然有啃翻译的中文版,但是都啃到吐血,至于内容?实践出真知👌
0 有用 七sept 2017-12-26 18:54:15
大块头又啃完一遍
0 有用 飞檐 2016-09-28 16:10:59
需要做VR程序设计,临时抱佛脚学习。
1 有用 jefby 2016-04-05 23:55:04
现在需要阅读第三版英文,ok,阅读完成,得总结下
0 有用 UniversE 2016-02-15 22:19:30
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。