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OpenGL ES 2 for Android: A Quick-Start Guide (Pragmatic Programmers) [Kindle Edition]

Kevin Brothaler
5.0 von 5 Sternen  Alle Rezensionen anzeigen (1 Kundenrezension)

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Produktbeschreibungen

Kurzbeschreibung

This book will teach you everything you need to know to create compelling graphics on Android. You’ll learn the basics of OpenGL by building a simple game of air hockey, and along the way, you’ll see how to initialize OpenGL and program the graphics pipeline using shaders. Each lesson builds upon the one before it, as you add colors, shading, 3D projections, touch interaction, and more.
Then, you’ll find out how to turn your idea into a live wallpaper that can run on the home screen. You’ll learn about more advanced effects involving particles, lighting models, and the depth buffer. You’ll understand what to look for when debugging your program, and what to watch out for when deploying to the market.OpenGL can be somewhat of a dark art to the uninitiated. As you read this book, you’ll learn each new concept from first principles. You won’t just learn about a feature; you’ll also understand how it works, and why it works the way it does. Everything you learn is forward-compatible with the just-released OpenGL ES 3, and you can even apply these techniques to other platforms, such as iOS or HTML5 WebGL.What You NeedPreferably an Android phone or tablet that supports OpenGL ES 2.Top Five OpenGL ES Tips1) Avoid expensive operations on the UI and rendering threads.To avoid frame rate stutters or the dreaded “Application not responding” dialog from appearing, expensive operations should be run asynchronously in a background thread. This is especially important when it comes to the rendering thread, as rendering at 30 frames per second means that each frame has to complete in about 33 milliseconds to avoid frame stutters.Garbage collection is an expensive operation that happens non-deterministically and can cause rendering stalls, so to avoid this, you’ll also want to minimize object allocation during a frame to reduce pressure on the garbage collector. You may even see benefits to doing a manual GC at certain points in the application.2) Do expensive texture and shader loads during intermissions.Some expensive operations need to be done on the rendering thread, such as texture loads and shader compilations. These operations can cause noticeable stuttering if they happen in the middle of rendering, so to avoid this, preload these resources at opportune times, such as when the game / application is loaded, or at the beginning of each level.3) Take advantage of the libraries out there.There are many libraries out there that support OpenGL ES 2.0 development without boxing you into a framework or a closed-source middleware solution. Libgdx is one of these libraries, and by using a library like libgdx, you can more easily port your code to other platforms, as well as take advantage of the library’s math classes and asset loading management.4) Read the documentationThe OpenGL specs and manuals are available for free from Khronos.org. Each GPU vendor also shares a wealth of free information on how to use their GPUs, and as you read the documentation, you’ll find that they generally share a lot of advice in common, such as "minimize state switches" and "avoid discard in a fragment shader." Reading these documents and specs will give you a lot more insight into how the GPUs work at a lower level, and will help you understand what the pitfalls are, and how to avoid premature pessimization when writing your OpenGL code.5) Focus on what will impress the end userSometimes it’s easy to lose sight of the end goal, and to become focused on optimizing areas that won’t make much of a difference to the end user. Does it matter if we get this shader to execute 2% faster? Or will we make much more of a visual impact by finding a better artist? Find out what the most important areas are, and then focus on improving those first.

Über den Autor und weitere Mitwirkende

Kevin Brothaler is the founder of Digipom, a mobile software development shop. He has extensive experience in Android development, and he also manages "Learn OpenGL ES":http://www.learnopengles.com/, an online set of OpenGL tutorials for Android and WebGL.

Produktinformation

  • Format: Kindle Edition
  • Dateigröße: 2086 KB
  • Seitenzahl der Print-Ausgabe: 346 Seiten
  • Gleichzeitige Verwendung von Geräten: Keine Einschränkung
  • Verlag: Pragmatic Bookshelf; Auflage: 1 (26. Juni 2013)
  • Verkauf durch: Amazon Media EU S.à r.l.
  • Sprache: Englisch
  • ASIN: B00IDEVIK6
  • Text-to-Speech (Vorlesemodus): Aktiviert
  • X-Ray:
  • Word Wise: Nicht aktiviert
  • Durchschnittliche Kundenbewertung: 5.0 von 5 Sternen  Alle Rezensionen anzeigen (1 Kundenrezension)
  • Amazon Bestseller-Rang: #157.430 Bezahlt in Kindle-Shop (Siehe Top 100 Bezahlt in Kindle-Shop)

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1 von 1 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Sehr zu empfehlen 23. Januar 2014
Format:Taschenbuch|Verifizierter Kauf
Als langjähriger Programmierer hatte ich nun die Aufgabe eine UI Komponente in GLES zu erstellen.
Dieses Buch hat mir dafür alles an Werkzeug in die Hand gegeben was ich brauche.
Es ist sehr gut geschrieben, leicht verständlich und gut aufgebaut. Absolute kaufempfehlung.
War diese Rezension für Sie hilfreich?
Die hilfreichsten Kundenrezensionen auf Amazon.com (beta)
Amazon.com: 4.7 von 5 Sternen  22 Rezensionen
5 von 5 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Best OpenGL ES 2.0 book using Android SDK! 28. Oktober 2013
Von SavageKing - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Verifizierter Kauf
This book has been paramount to me by facilitating a thorough understanding of using shaders with the Android SDK. Not only that, but this book also breaks down a lot of the complex math revolving around collision detection, game physics, and more. I think this book is great if you are a beginner in OpenGL ES 2, since this book will get you up to speed really fast.

This book is also great if you already know shaders, but you are unfamiliar with using them with the Android SDK. Android can be a bit tricky at times and this book will navigate you through the Android SDK so that your shaders work as intended.

There are chapters in the book that go over Textures, creating a SkyBox, using Vertex Buffer Objects, using Index Buffer Objects, Culling, developing Particle Shaders, Vertex Shader Fundamentals, Fragment Shader fundamentals, creating Terrain, enabling the Depth Buffer, simulating Lights, and MORE! Overall, great book!
4 von 4 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Amazing! 11. Juli 2013
Von Brian - Veröffentlicht auf Amazon.com
Format:Taschenbuch
Using Kevin Brothalers book it's a fairly easy job creating your first OpenGL ES app for the Android platform. The author covers all the basics from painting your first box on the screen to how to create a particle firework.
Also, a lot of the math involved is explained in an easily understood way.
If you plan to write a OpenGL ES powered game then this book should be in your library!
2 von 2 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Get Up and Running with OpenGL 2 1. September 2014
Von Chris - Veröffentlicht auf Amazon.com
Format:Kindle Edition|Verifizierter Kauf
This is just what I was looking for. I am a decent Android dev and thought I'd be able to jump in a figure out OpenGL by reading some online tutorials. Most of what I found was for OpenGL 1, not 2 and/or all over the place. It was frustrating. OpenGL definitely has a learning curve and this book fits right in teaching the skills you need to get up and running. I was hesitant to get it on Kindle but it's actually better for me than hardcopy. I just open it up in the Kindle Web Reader and program along with the chapters. I typically go with O'Reilly books because of how pragmatic they are, but it turns out The Pragmatic Programmer series (at least this book) is as-advertised.
8 von 11 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Brilliant! 12. Juli 2013
Von J. Horton - Veröffentlicht auf Amazon.com
Format:Taschenbuch
This is the best beginners guide to OpenGL on any platform. I have waded through so many dry, technical OpenGL/3d graphics books and this was a breath of fresh air.

-All the samples work.
-The exercises increase in complexity steadily.
-The android stuff and the math stuff is clearly explained including brilliant illustrations.
-Does require a reasonable knowledge of Java to follow fully but even without this the book has allot to offer you.
1 von 1 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Great book for OpenGL newbs 28. Dezember 2013
Von Jim K - Veröffentlicht auf Amazon.com
Format:Taschenbuch
I bought this book after failing to find much good OpenGL ES 2.0 + Android material online. Experienced Android programmers will skim a couple of the sections that err on the side of over-explaining things, but it is written in such a way that makes it easy to skip ahead. I'm most of the way through and for me and programming books that's pretty rare. It gets you off the ground quickly with good sample code and the refresher on matrix math was surprisingly useful and well done. I docked a star because I would like to have had more coverage on creating meshes. I'm creating 3D scientific graphs and the height-map terrain example is limited.
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